// 어빌리티 구현 public void SelectAbility() { // 밀리플레이어 공격력 +10 if (idx == 0) { Melee_Player melee_Player = FindObjectOfType <Melee_Player>(); melee_Player.damage += 10f; } // 밀리플레이어 공격속도 +0.5 else if (idx == 1) { Melee_Player melee_Player = FindObjectOfType <Melee_Player>(); melee_Player.attackSpeed += 0.5f; melee_Player.SetAttackSpeed(); } // 밀리플레이어 최대 체력 +50 else if (idx == 2) { Melee_Player melee_Player = FindObjectOfType <Melee_Player>(); melee_Player.startingHP += 50f; } // 밀리 플레이어 체력 회복 else if (idx == 3) { Melee_Player melee_Player = FindObjectOfType <Melee_Player>(); melee_Player.RestoreHP(30f); melee_Player.healthBarFade.healthSystem.SethealthAmount((int)melee_Player.HP); melee_Player.healthBarFade.HealthStstem_OnHealed(); } // 패널 닫기 abilityPanel.gameObject.SetActive(false); }
void Start() { parent = GetComponentInParent <Melee_Player>(); }