protected override void Awake() { base.Awake(); _targetChecker = GetComponent <CMonsterTargetChecker>(); _monsterMove = GetComponent <CMonsterMovement>(); }
// 확장 피격 처리 public override void Damage(float damage) { base.Damage(damage); // 부모의 데미지 처리 수행 if (_damageValueText != null) { _damageValueText.DamageValueShow((damage * 100).ToString()); } CMonsterMovement mv = GetComponent <CMonsterMovement>(); if (mv != null) { mv.IdleTimeStop(0.3f); } // 이펙트가 생성됩니다. // 피격 이펙트를 생성 GameObject effect = Instantiate(_damageEffectPrefab, _damageEffectPos.position, Quaternion.identity); Destroy(effect, 0.25f); }
protected override void Awake() { base.Awake(); _movement = GetComponent <CMonsterMovement>(); _fsm = GetComponent <CMonsterFSM>(); }
void Awake() { _movement = GetComponent <CMonsterMovement>(); _anim = GetComponent <CMonsterAnimation>(); _attack = GetComponent <CMonsterAttack>(); }