fade out enemies
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@@ -32,7 +32,7 @@ public class CECNPCMan : IMsgHandler
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case long value when value == EC_MsgDef.MSG_NM_NPCMOVE: OnMsgNPCMove(Msg); break;
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case long value when value == EC_MsgDef.MSG_NM_NPCSTOPMOVE: OnMsgNPCStopMove(Msg); break;
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case long value when value == EC_MsgDef.MSG_NM_NPCRUNOUT: OnMsgNPCRunOut(Msg); break;
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case long value when value == EC_MsgDef.MSG_NM_NPCDIED: OnMsgNPCDied(Msg); break;
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case long value when value == EC_MsgDef.MSG_NM_NPCDISAPPEAR: OnMsgNPCDisappear(Msg); break;
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case long value when value == EC_MsgDef.MSG_NM_NPCATKRESULT: TransmitMessage(Msg); break;
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}
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@@ -1,3 +1,5 @@
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using System.Collections;
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using System.Threading.Tasks;
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using BrewMonster;
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using BrewMonster.Managers;
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using CSNetwork.GPDataType;
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@@ -12,6 +14,8 @@ using UnityEngine;
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public class CECObject : MonoBehaviour
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{
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protected static int ALPHA_HASH = Shader.PropertyToID("_Alpha");
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protected Quaternion targetRotation;
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protected Vector3 g_vAxisY = Vector3.up;
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// Class ID
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@@ -305,4 +309,27 @@ public class CECObject : MonoBehaviour
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m_bAdjustOrient = true;
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}
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}
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protected void FadeOut()
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{
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StartCoroutine(FadeOutCoroutine());
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}
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private IEnumerator FadeOutCoroutine()
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{
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var skinnedMeshRenderer = GetComponentInChildren<SkinnedMeshRenderer>();
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if (skinnedMeshRenderer == null) yield break;
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var material = skinnedMeshRenderer.sharedMaterial;
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var newMaterial = new Material(material);
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skinnedMeshRenderer.sharedMaterial = newMaterial;
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// use for to fade out alpha
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for (float alpha = 1f; alpha >= 0f; alpha -= 0.01f)
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{
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newMaterial.SetFloat(ALPHA_HASH, alpha);
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yield return null;
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}
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}
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@@ -658,6 +658,7 @@ public class CECNPC : CECObject
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// No delay die, enter disappear process immediately
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if (!bDelay)
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Disappear();
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StartWork((int)WorkType.WT_NORMAL, (int)WorkID.WORK_DEAD, m_dwStates);
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@@ -666,6 +667,7 @@ public class CECNPC : CECObject
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public void Disappear()
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{
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BMLogger.Log("CECNPC::Disappear");
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FadeOut();
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m_DisappearCnt.SetCounter(1);
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PlayModelAction((int)NPCActionIndex.ACT_NPC_DISAPPEAR);
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}
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@@ -235,7 +235,7 @@ namespace CSNetwork
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public static int MSG_NM_NPCINFO = 400; // NPC information, p1 - protocol object address
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public static int MSG_NM_NPCMOVE = 401; // NPC move, p1 - data address
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public static int MSG_NM_NPCRUNOUT = 402; // NPC run out of view area, p1 - data address
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public static int MSG_NM_NPCDIED = 403; // NPC died, p1 - data address
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public const int MSG_NM_NPCDIED = 403; // NPC died, p1 - data address
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public static int MSG_NM_NPCDISAPPEAR = 404; // NPC disappear, p1 - data address
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public static int MSG_NM_NPCCASTSKILL = 405; // NPC cast skill
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public static int MSG_NM_NPCROOT = 406; // NPC is root
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