public void NormalAttack() { if (gravity.groundCheck.IsGround) { if ((playerState & PlayerState.CanAttack) != 0) { attackSystem.Attack("NormalAttack"); } } }
public void ToAttack(EntityBase target, string attackName) { //In the end, the attackStat multiplied by the multiplier and rounded by int Debug.Log("DAMAGE : " + (Battlefield.turnList[0].attack * DamageCalculation.CalculateMultiplier(target, dataManager.GetAttackData(attackName)))); AttackSystem.Attack((Battlefield.turnList[0].attack * DamageCalculation.CalculateMultiplier(target, dataManager.GetAttackData(attackName))), target); Battlefield.nextTurn = true; }
public void NormalAttack() { if (gravity.groundCheck.IsGround) { if ((playerState & PlayerState.CanAttack) != 0) { // Debug.Log("gggg"); /* playerAnimator.SetTrigger("NormalAttack"); * CanTriggerNextAttack = false; * isTriggerAttack = true;*/ // Debug.Log(playerState); attackSystem.Attack("NormalAttack"); } } }
public void Attack(string animatorTrigger) { if ((enemyState & EnemyState.CanAttack) != 0) { if (Random.Range(0, 1000) < AttackDisInfoCollection[1].AttackProbability) { StopMove(); transform.LookAt(GameObject.FindGameObjectWithTag("Player").transform); attackSystem.Attack(animatorTrigger); //attackSystem.GetShtooingTargetPos = ShootingTargetPos; } } }