public bool BreakOtherSkillDuration() { List <GameObject> players = findRemainEnemys(); for (int i = 0; i < players.Count; ++i) { GroupChaos chaos = players[i].GetComponent <GroupChaos>(); if (chaos != null) { if (chaos.needUpdate == (int)SkillEunm.SkillState.Duration) { chaos.needUpdate = (int)SkillEunm.SkillState.BreakDuration; return(true); } } } return(false); }
public bool BreakOtherSkillRelease() { List <GameObject> players = findRemainEnemys(); for (int i = 0; i < players.Count; ++i) { GroupChaos chaos = players[i].GetComponent <GroupChaos>(); if (chaos != null) { if (chaos.needUpdate == (int)SkillEunm.SkillState.Release) { chaos.brokenSeat = playerAttribute.seat; chaos.needUpdate = (int)SkillEunm.SkillState.BreakRelease; return(true); } } } return(false); }