public JumpAction(BaseActorObj baseActorObj, SkillInfo skillInfo) : base(baseActorObj, skillInfo) { m_ActorObj.SetImdVSpeed(120); }
public EnemyBattleAction(BaseActorObj baseActorObj, SkillInfo skillInfo) : base(baseActorObj, skillInfo) { }
public RocketAction(BaseActorObj baseActorObj, SkillInfo skillInfo) : base(baseActorObj, skillInfo) { }
public void ReadActor(BaseActorObj actor) { actor.transform.position = position; actor.transform.localScale = scale; actor.propty = propty; }
// Use this for initialization public ChargingAction(BaseActorObj actionCtrler, SkillInfo skillInfo) : base(actionCtrler, skillInfo) { _CountFallingTime = Time.time + _FallingTime; _GravityScale = actionCtrler.Physic.GravityScale; actionCtrler.Physic.GravityScale = _FallingGravity; }
public EnemyFollowTargetInBattle(BaseActorObj baseActorObj, SkillInfo skillInfo) : base(baseActorObj, skillInfo) { }
public RunAction(BaseActorObj actionCtrler, SkillInfo skillInfo) : base(actionCtrler, skillInfo) { }