protected bool Attack() { if (ChangeStatus(ActionStatus.ATTACK)) { _animationEndHandler = AttackEnd; StartCoroutine(WaitAnimationEnd()); return(true); } return(false); }
IEnumerator WaitAnimationEnd( ) { yield return(null); // Animation 적용까지 기다림.. var stateInfo = _animator.GetCurrentAnimatorClipInfo(0); var test = stateInfo[0].clip; float f = test.apparentSpeed * 2.0f; //float time = stateInfo.length / stateInfo.speed; //yield return new WaitForSeconds( time ); if (_animationEndHandler != null) { _animationEndHandler.Invoke(); } _animationEndHandler = null; yield break; }