public override void Attack(FieldObject enemyUnit, ref float damage) { if (enemyUnit._team == _uCtrl._team) { return; } if (!enemyUnit._isCrowdControls[(int)_curType]) { _uCtrl._abilNameList.Add(Name); } enemyUnit.CrowdControl(_curType, 1.0f); enemyUnit.ExitCCFunction += ExitCC; }
public override void Attack(FieldObject enemyUnit, ref float damage) { if (enemyUnit._team == _uCtrl._team) { return; } if (!enemyUnit._isCrowdControls[(int)_curType]) { enemyUnit._abilNameList.Add(Name); enemyUnit.DefencePower -= enemyUnit.DefaultDefencePower / Var[0]; } enemyUnit.CrowdControl(_curType, Time); enemyUnit.ExitCCFunction += ExitCC; }