public void SetAttackBoxInfo(AttackBoxInfo _info) { delayTime = _info.delayTime; boxCollider.size = _info.size; aliveTime = _info.delayTime + _info.aliveTime; }
protected override void Awake() { base.Awake(); // (Need a modification) // 이 데이터를 스크립트에 넣으면 각 해당하는 스킬 마다 // 초기화하는 작업 해야겠어용 //startDelayTime = 3.0f; endDelayTime = 0.5f; coolTime = 0.0f; attackInfoList = new AttackInfo[continuousAttackNum]; AttackBoxInfo attackBoxInfo = new AttackBoxInfo(); attackBoxInfo.offset = new Vector3(0.0f, 1.0f, 1.0f); attackBoxInfo.size = new Vector3(1.0f, 1.0f, 1.0f); attackBoxInfo.aliveTime = 1.0f; AttackInfo attackInfo = new AttackInfo(); attackInfo.inputDelayTime = 0.0f; attackInfo.nextSkillTimeOrInputWaitingTime = 0.0f; attackInfo.needInput = KeyCode.None; attackInfo.attackBox = attackBoxInfo; attackInfo.commonEffectIndex = 0; attackInfo.effectOffset = new Vector3(0.0f, 1.0f, 1.0f); attackInfo.ownerAnimationName = "ML_0"; attackInfo.needInput = KeyCode.None; attackInfoList[0] = attackInfo; attackInfo.inputDelayTime = 0.1f; attackInfo.nextSkillTimeOrInputWaitingTime = 0.9f; attackInfo.needInput = KeyCode.Mouse0; attackInfo.ownerAnimationName = "ML_1"; attackInfoList[1] = attackInfo; attackInfo.inputDelayTime = 0.1f; attackInfo.nextSkillTimeOrInputWaitingTime = 0.9f; attackInfo.needInput = KeyCode.Mouse0; attackInfo.ownerAnimationName = "ML_2"; attackInfoList[2] = attackInfo; // (Need a modification) // AdditionMovement Test isMovable = true; AdditionMovement additionMovementInfo_none; additionMovementInfo_none.needInput = KeyCode.None; additionMovementInfo_none.duringTime = 0.2f; additionMovementInfo_none.additionMovement = new Vector3(0.0f, 0.0f, 0.5f); AdditionMovement additionMovementInfo_w; additionMovementInfo_w.needInput = KeyCode.W; additionMovementInfo_w.duringTime = 0.2f; additionMovementInfo_w.additionMovement = new Vector3(0.0f, 0.0f, 1.0f); AdditionMovement additionMovementInfo_s; additionMovementInfo_s.needInput = KeyCode.S; additionMovementInfo_s.duringTime = 0.2f; additionMovementInfo_s.additionMovement = new Vector3(0.0f, 0.0f, 0.0f); attackInfoList[0].additionMovementList = new AdditionMovement[3]; attackInfoList[0].additionMovementList[0] = additionMovementInfo_none; attackInfoList[0].additionMovementList[1] = additionMovementInfo_w; attackInfoList[0].additionMovementList[2] = additionMovementInfo_s; attackInfoList[1].additionMovementList = new AdditionMovement[3]; attackInfoList[1].additionMovementList[0] = additionMovementInfo_none; attackInfoList[1].additionMovementList[1] = additionMovementInfo_w; attackInfoList[1].additionMovementList[2] = additionMovementInfo_s; attackInfoList[2].additionMovementList = new AdditionMovement[3]; attackInfoList[2].additionMovementList[0] = additionMovementInfo_none; attackInfoList[2].additionMovementList[1] = additionMovementInfo_w; attackInfoList[2].additionMovementList[2] = additionMovementInfo_s; }