private void Dispose(int id, CombatSystem ownerCombatSystem, Action <Attack, int> stopAction) { InnerDispose(id, ownerCombatSystem); AnimationStates.Remove(id); HasHit.Remove(id); stopAction(this, id); }
private void Setup(int id, CombatSystem ownerCombatSystem, Transform target) { InnerSetup(id, ownerCombatSystem, target); if (!AnimationStates.ContainsKey(id)) { AnimationStates.Add(id, false); } if (!HasHit.ContainsKey(id)) { HasHit.Add(id, false); } }