public override void Start() { base.Start(); axe = AxeObject.GetComponent <Axe>(); axe.playerFrom = this.gameObject; axe.AttackPower = AttackPower; axe.AxeAttack(false); axeTrail = gameObject.GetComponentInChildren <Xft.XWeaponTrail>(); axeTrail.enabled = false; }
IEnumerator AttackCoroutine() { yield return(new WaitForSeconds(0.3f)); axe.AxeAttack(true); yield return(new WaitForSeconds(0.2714285f)); axeTrail.enabled = false; animationType = PlayerAnimationType.NORMAL_IDLE; }