/// <summary> //攻擊 /// </summary> protected virtual void DoAttack() { if (m_EnemyList.Count == 0) { StopCoroutine(DoOneAttack()); canAttack = true; return; } float num = Mathf.Min(AttNum, m_EnemyList.Count); // Debug.Log (num); for (int i = 0; i < num; i++) { //m_EnemyList[i].Hit(Att); Vector3 tempDir = m_EnemyList [i].transform.position - transform.position; AttackBase tempAtt = Instantiate(AttEffect, transform.position, Quaternion.identity).GetComponent <AttackBase> (); tempAtt.SetValue(tempDir, Att, m_Color); } }