sealed public override void onSkillShoot(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel, string aniId) { setShootPosition(aniId); if (_hp > 0) { shoot(this, heroSkillLevel, applyReinforceLevel); } }
public void startSkillAniLoop2(float waitTime, AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel, float fadeTime = 0.2f) { _isEnabled = true; type = TYPE.startSkillAniLoop2; _shoot = shoot; _skillLevel = skillLevel; _applyReinforceLevel = applyReinforceLevel; _waitTime = waitTime; }
public void onSkillShoot(float waitTime, AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel, string id, float fadeTime = 0.2f) { _isEnabled = true; type = TYPE.onSkillShoot; _waitTime = waitTime; _shoot = shoot; _skillLevel = skillLevel; _applyReinforceLevel = applyReinforceLevel; _id = id; }
public void startSkillAniLoop(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel, float fadeTime = 0.2f) { _state2 = SKILL_START; aniFadeTime = fadeTime; nowPlayingSkillAni.Set(true); nowAniId = Monster.SKILL_START; renderAniRightNow(); //fuckyouanimation.CrossFade(SKILL_START, aniFadeTime); getAniDelayMethod().startSkillAniLoop2(ani[SKILL_START].length, shoot, heroSkillLevel, applyReinforceLevel); }
public void startSkillAniNormal(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel, float fadeTime = 0.2f) { _state2 = SKILL_NORMAL; aniFadeTime = fadeTime; nowPlayingSkillAni.Set(true); _tempAniData = GameManager.info.aniData[resourceId][SKILL_NORMAL]; nowAniId = SKILL_NORMAL; renderAniRightNow(); //fuckyouanimation.CrossFade(SKILL_NORMAL, aniFadeTime); getAniDelayMethod().onSkillShoot(_tempAniData.delay[0], shoot, heroSkillLevel, applyReinforceLevel, _tempAniData.ani); getAniDelayMethod().onCompleteSkillAni(ani[_tempAniData.ani].length, _tempAniData.ani); }
sealed public override void startSkillAniLoop2(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel) { if (_state2 == SKILL_START) { _state2 = SKILL_LOOP; nowAniId = SKILL_LOOP; //fuckyouanimation.CrossFade(SKILL_LOOP, aniFadeTime); setShootPosition(nowAniId); shoot(this, heroSkillLevel, applyReinforceLevel); } else { nowPlayingSkillAni.Set(false); } }
public virtual void startSkillAniLoop2(AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel) { }
public virtual void onSkillShoot(AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel, string aniId) { }