public override void MagicEffect(Player go, int val) { playerstate = GetComponent <PlayerState>(); if (power > 0) { PlayerState.enumstate st = playerstate.currentState; if (st == PlayerState.enumstate.poizoned) { playerstate.currentState = PlayerState.enumstate.normal; player.State = (BasePlayer.enumstate)playerstate.currentState; text.text = "normal"; power = 0; } } }
public override void MagicEffect(Player go, int val) { playerstate = GameObject.FindGameObjectWithTag("Enemy").GetComponent <PlayerState>(); move = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyMove>(); if (power > 0) { PlayerState.enumstate st = playerstate.currentState; if (st != PlayerState.enumstate.dead) { playerstate.currentState = PlayerState.enumstate.paralyzed; move.maxSpeed = 0; moveanim = GameObject.FindGameObjectWithTag("Enemy").GetComponent <Animator>(); attac = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyAttack>(); move.flag = true; moveanim.SetTrigger("Stay"); attac.enabled = false; power = 0; } } }