Esempio n. 1
0
 private void SkillInput()
 {
     //스킬 버튼 누를 때
     if (_state == InputState.None)
     {
         if (Input.GetKeyDown(KeyCode.Q))
         {
             _state = InputState.SkillWait;
             _skill = _characters[_selectCharactorIdx].skill_first;
             Debug.Log("선택스킬 : " + _skill);
         }
         if (Input.GetKeyDown(KeyCode.W))
         {
             _state = InputState.SkillWait;
             _skill = _characters[_selectCharactorIdx].skill_second;
             Debug.Log("선택스킬 : " + _skill);
         }
     }
     //스킬 누르고 타겟 누를 때
     if (_state == InputState.SkillWait)
     {
         if (Input.GetMouseButtonDown(0))
         {
             _skillState = CheckSkillState(_skill);
             _characters[_selectCharactorIdx].skillStateData.skillState        = _skillState;
             _characters[_selectCharactorIdx].skillStateData.skillMakeCallback = MakeSkill;
             _state = InputState.None;
         }
         else if (Input.GetMouseButtonDown(1))
         {
             _characters[_selectCharactorIdx].skillStateData.Clear();
             _state = InputState.None;
         }
     }
 }
Esempio n. 2
0
    /// <summary>
    /// 데이터가 없으므로 스킬종류 수동으로 구별
    /// </summary>
    /// <returns></returns>
    private eSkillState CheckSkillState(eSkill skill)
    {
        eSkillState state = eSkillState.Nomal;

        switch (skill)
        {
        case eSkill.SinglePoisonSkill:
            state = eSkillState.JustMake;
            break;

        case eSkill.Sniping:
            state = eSkillState.NonTarget_Cast;
            break;

        default:
            state = eSkillState.NonTarget_Cast;    // state = eSkillState.Nomal;
            break;
        }
        return(state);
    }
Esempio n. 3
0
 public void Clear()
 {
     hasAnimation      = false;
     skillState        = eSkillState.None;
     skillMakeCallback = null;
 }
Esempio n. 4
0
 public void Reset()
 {
     m_SkillID    = -1;
     m_SkillState = eSkillState.kUnInit;
 }