public void OnlyShowDeadEffect() { _characterState = CharacterState.Dead; var sdata = GetDeadSkill(); if (sdata != null) { StartCoroutine(SkillLogic.MakeSkill(gameObject, sdata, transform.position)); } }
protected override bool CheckEventOverride(MyAnimationEvent.Message msg) { Log.AI("CheckEventOverride " + msg.type); if (msg.type == MyAnimationEvent.MsgType.BOMB) { Log.AI("CheckBombEvent " + msg.type); var sdata = Util.GetSkillData(137, 1); aiCharacter.GetAttr().StartCoroutine(SkillLogic.MakeSkill(aiCharacter.GetAttr().gameObject, sdata, GetAttr().transform.position)); aiCharacter.ChangeState(AIStateEnum.DEAD); return(true); } return(base.CheckEventOverride(msg)); }