private void SkillAction() { inactiveTime += Time.deltaTime; if (inactiveTime >= maxInactiveTime) { playerBase.ChangeSkillFlg(false); inactiveTime = 0; gameObject.SetActive(false); } }
private void SkillAction() { inactiveTime += Time.deltaTime; if (inactiveTime >= maxInactiveTime) { playerBase.ChangeSkillFlg(false); inactiveTime = 0; gameObject.SetActive(false); } }