private void RandomAttack() { int random; random = Random.Range(1, 40); if (random % 2 == 0 && m_bRangedAttack) { m_eAttack = ATTACK_KINDS.ATTACK_3; Invoke("SkillEventOfRootee", 1.5f); } else if (m_bRangedAttack) { m_eAttack = ATTACK_KINDS.ATTACK_1; m_monsterMove.isMove = true; Invoke("SkillEventMove", 1f); } else { m_eAttack = ATTACK_KINDS.ATTACK_2; //Invoke("SkillEventOfRootee", 1.5f); } //m_eAttack에 따라 그것에 맞는 공격/스킬이 나감(애니메이션 연계도) m_attackcollider.SetDamageColliderInfo(m_normalAttackDic[m_eAttack.ToString()].damageRatio, "Player", m_normalAttackDic[m_eAttack.ToString()].damageForce); m_animator.SetInteger(m_hashiAttackType, (int)m_eAttack); m_animator.SetTrigger("tAttack"); }
private void RandomAttack() { int random; random = Random.Range(1, 40); if (random % 4 == 0) { m_eAttack = ATTACK_KINDS.ATTACK_1; } else { m_eAttack = ATTACK_KINDS.ATTACK_1; } //m_eAttack에 따라 그것에 맞는 공격/스킬이 나감(애니메이션 연계도) m_attackcollider.SetDamageColliderInfo(m_normalAttackDic[m_eAttack.ToString()].damageRatio, "Player", m_normalAttackDic[m_eAttack.ToString()].damageForce); m_animator.SetInteger(m_hashiAttackType, (int)m_eAttack); m_animator.SetTrigger("tAttack"); }