public SkillAttack(BSkill bean, BSkillAttackExtra extra) : base(bean) { this.extra = extra; }
public void Start() { // 평타. { skill[i] = new BSkill(); skill[i]._name = "잽"; skill[i]._info = "잽을 친다."; skill[i].icon = Resources.Load <Sprite>("atk"); skill[i].AttackData = new AttackObj(); skill[i].AttackData.AniCode = 0.1f; skill[i].AttackData.isTargetOnce = true; skill[i].AttackData.StartTime = 0.3f; skill[i].AttackData.EndTime = 0.7f; skill[i].AttackData.AttackTime = 0.25f; skill[i].AttackData.Damage = 1; skill[i++].AttackData.EffectName = "Blood"; } // 검 평타. { skill[i] = new BSkill(); skill[i]._name = "칼로 찍어버리기"; skill[i]._info = "칼로 찍어버린다."; skill[i].icon = Resources.Load <Sprite>("swordblow"); skill[i].AttackData = new AttackObj(); skill[i].AttackData.AniCode = 0.2f; skill[i].AttackData.isTargetOnce = true; skill[i].AttackData.StartTime = 0.3f; skill[i].AttackData.EndTime = 0.13f; skill[i].AttackData.AttackTime = 0.25f; skill[i].AttackData.Damage = 5; skill[i++].AttackData.EffectName = "Blood"; } // 검 평타. { skill[i] = new BSkill(); skill[i]._name = "회전베기"; skill[i]._info = "회전하며 벤다."; skill[i].icon = Resources.Load <Sprite>("swordblow2"); skill[i].AttackData = new AttackObj(); skill[i].AttackData.AniCode = 0.3f; skill[i].AttackData.isTargetOnce = true; skill[i].AttackData.StartTime = 0.3f; skill[i].AttackData.EndTime = 0.33f; skill[i].AttackData.AttackTime = 0.25f; skill[i].AttackData.Damage = 20; skill[i++].AttackData.EffectName = "Blood"; } skill2._name = "키셋팅 창 열기"; skill2._info = "키셋팅 창을 열어재낀다."; skill2.icon = Resources.Load <Sprite>("keyset"); skill2.SkillData = new AttackObj(); skill2.SkillData.EndCallBack = () => { GameObject win = BPlayer.MainPlayer.GetComponent <PlayerSystemManager>().KeySetting_WIN; win.SetActive(!win.activeSelf); }; skill3._name = "인벤토리 열기"; skill3._info = "인벤토리 창을 열어재껴버린다."; skill3.icon = Resources.Load <Sprite>("inv"); skill3.SkillData = new AttackObj(); skill3.SkillData.EndCallBack = () => { GameObject win = BPlayer.MainPlayer.GetComponent <PlayerSystemManager>().Item_WIN; win.SetActive(!win.activeSelf); }; skill4._name = "스텟창 열기"; skill4._info = "스텟 창을 연다."; skill4.icon = Resources.Load <Sprite>("stat"); skill4.SkillData = new AttackObj(); skill4.SkillData.EndCallBack = () => { GameObject win = BPlayer.MainPlayer.GetComponent <PlayerSystemManager>().State_WIN; win.SetActive(!win.activeSelf); }; for (int j = 0; j < 2; j++) { SkillsManager.mskills.Add(skill[j]); } SkillsManager.mskills.Add(skill2); SkillsManager.mskills.Add(skill3); SkillsManager.mskills.Add(skill4); SkillsManager.mskills.Add(skill[2]); SkillsManager.SetSkillCode(); EventManager.Event["KeySlotStart"] = () => { //KeySettingManager.AddKey(skill2, KeyCode.K); //KeySettingManager.AddKey(skill3, KeyCode.I); //KeySettingManager.AddKey(skill4, KeyCode.E); }; }
public Skill(BSkill bean) { this.Bean = bean; }