Esempio n. 1
0
    public void DebuffList(STATE_ELIMET state, int time = 0)
    {
        switch (state)
        {
        case STATE_ELIMET.NONE:
            break;

        case STATE_ELIMET.BURN:
            _StateSr[0].gameObject.SetActive(true);
            nStateCount[0] = time;
            bStateOn[0]    = true;
            Invoke("Burn", 1);
            break;

        case STATE_ELIMET.POISON:
            _StateSr[2].gameObject.SetActive(true);
            nStateCount[2] = time;
            bStateOn[2]    = true;
            Invoke("Poison", 1);
            break;

        case STATE_ELIMET.SLOW:
            _StateSr[3].gameObject.SetActive(true);
            //Invoke("Slow", 1);
            break;

        case STATE_ELIMET.THUNDER:
            _StateSr[3].gameObject.SetActive(true);
            nStateCount[3] = time;
            Invoke("Thunder", 1);
            break;
        }
    }
Esempio n. 2
0
    public void DebuffList(STATE_ELIMET state, int time = 0)
    {
        switch (state)
        {
        case STATE_ELIMET.NONE:
            break;

        case STATE_ELIMET.BURN:
            MobStateSr[0].gameObject.SetActive(true);
            nStateCount[0] = time;
            bStateOn[0]    = true;
            Invoke("Burn", 1);
            break;

        case STATE_ELIMET.FASCINATION:
            MobStateSr[1].gameObject.SetActive(true);
            Fascination();
            break;

        case STATE_ELIMET.POISON:
            MobStateSr[2].gameObject.SetActive(true);
            nStateCount[2] = time;
            bStateOn[2]    = true;
            Invoke("Poison", 1);
            break;

        case STATE_ELIMET.SLOW:
            MobStateSr[3].gameObject.SetActive(true);
            //Invoke("Slow", 1);
            break;

        case STATE_ELIMET.THUNDER:
            MobStateSr[3].gameObject.SetActive(true);
            nStateCount[3] = time;
            fMonsterSpeed  = fMonsterSpeed * 0.7f;
            Invoke("Thunder", 1);
            break;
        }
    }