public void Awake() { thisObject = gameObject; thisTransform = transform; m_impact = GetComponentInChildren <SkillImpactInfo>(); m_impact.Initialize(); m_renderer = GetComponentInChildren <Renderer>(); }
/// <summary> /// 스킬에서 맞았다고 이벤트가 이리로온다. /// </summary> /// <param name="target"></param> /// <param name="impactInfo"></param> public void OnHit(Actor target, SkillImpactInfo impactInfo) { AttachHitEffect(target.thisTransform.position); if (target.onDamage != null) { target.onDamage(m_owner, impactInfo); } }
private void OnDamage(BaseEntity attacker, SkillImpactInfo skillImpact) { animation2D.OnDamage(); currentHP -= 20f; if (currentHP < 0f) { animation2D.OnDead(); Invoke("Delete", 0.5f); } }
private void OnDamage(Actor attacker, SkillImpactInfo skillImpact) { animation2D.OnDamage(); currentHP -= 80f; if (currentHP <= 0f && !m_bAlreadDead) { m_bAlreadDead = true; //MakeItem GameEventManager.Notify(GameEventType.SpawnItem, Random.Range(0, 100), thisTransform.position); animation2D.OnDead(); StartCoroutine(DeadCheck()); } }
public override void OnInspectorGUI() { serializedObject.Update(); SkillImpactInfo info = target as SkillImpactInfo; List <string> names = new List <string>(); for (int i = 0; i < 32; i++) { names.Add(LayerMask.LayerToName(i)); } info.m_targetLayer = EditorGUILayout.MaskField(new GUIContent("Layers", "충돌체크할 레이어들"), info.m_targetLayer, names.ToArray()); serializedObject.ApplyModifiedProperties(); base.OnInspectorGUI(); }
public override void Initialize() { base.Initialize(); m_impactInfo = thisObject.GetComponent <SkillImpactInfo>(); }