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; } }
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; } }