public virtual void Logic_NormalAttack() { curAttackTime = attackTime; GameVector2 _bulletPos = objShape.GetPosition() + ToolMethod.Logic2Config(objShape.GetRadius()) * BattleData.Instance.GetSpeed(roleDirection); BattleCon.Instance.bulletManage.AddBullet(objShape.ObjUid.objectID, _bulletPos, roleDirection); }
public virtual void Logic_Move() { curLife--; if (curLife > 0) { GameVector2 _targetPos = objShape.GetPosition() + logicSpeed; objShape.SetPosition(_targetPos); renderPosition = objShape.GetPositionVec3(0.5f); } else { } }