void Damage() { character.animator.CrossFade("AngierIdle", 0.1f); character.animator.SetBool("isIdle", true); character.animator.SetBool("isWalking", false); //character.animator.SetBool("isAttact", true); //character.animator.Play("AngierIdle"); if (SetTargetInfo()) { switch (ACTION) { case "Attact": //character.animator.Play("AngierAttact"); BattleInfo.enemies_hp[ENEMY] -= BattleInfo.characters_inbattle[now_character].AT.At * 10; Debug.Log(BattleInfo.characters_inbattle[now_character].AT.At * 10); break; case "Hattact": if (EnemyActioncontroller.enemies_moving[ENEMY]) { EnemyActioncontroller.enemies_timer[ENEMY] = 0; EnemyActioncontroller.enemies_moving[ENEMY] = false; Debug.Log("enemies_timer[" + ENEMY + "] 歸零"); } else { EnemyActioncontroller.enemies_timer[ENEMY] -= 1; } BattleInfo.enemies_hp[ENEMY] -= BattleInfo.characters_inbattle[now_character].AT.At / 2 * 10; break; default: Debug.Log("error5"); break; } } else { Debug.Log("找不到目標"); } for (int i = 0; i < BattleInfo.enemies_hp.Count; i++) { Debug.Log("剩餘血量 : " + BattleInfo.enemies_inbattle[i].name + " " + BattleInfo.enemies_hp[i]); } hpcontroller.SendMessage("Death"); }
void Damage() { if (CheckTarget()) { switch (now_action) { case "Attact": BattleInfo.characters_hp[now_target] -= BattleInfo.enemies_inbattle[now_enemy].At * 10; break; case "Hattact": //if (EnemyActioncontroller.enemies_moving[enemy]) //{ // EnemyActioncontroller.enemies_timer[enemy] = 0; // EnemyActioncontroller.enemies_moving[enemy] = false; // Debug.Log("enemies_timer[" + enemy + "] 歸零"); //} //BattleInfo.characters_inbattle[now_target].Hp -= BattleInfo.characters_inbattle[now_enemy].At * 10; break; default: Debug.Log("error5"); break; } } else { Debug.Log("找不到目標"); } for (int i = 0; i < BattleInfo.characters_inbattle.Count; i++) { Debug.Log("剩餘血量 : " + BattleInfo.characters_inbattle[i].Name + " " + BattleInfo.characters_hp[i]); } Resettimer(); SwitchEnemyMoving(); hpcontroller.SendMessage("Death"); }