// 공격 public void Attack() { if (!CanAttack) { return; } ThisAudio.clip = playerAttack; ThisAudio.Play(); CanAttack = false; faceAnimator.SetTrigger("attack"); handsAnimator.SetTrigger("attack"); bullet.gameObject.SetActive(true); bullet.position = barrel.position; bullet.rotation = barrel.rotation; bulletBody.AddForce(barrel.up * bulletSpeed); UIM.Attack(); Invoke("ActivateBullet", AttackTimeOut); }
// 공격 public void Attack() { if (AttackLimit <= 0 || !CanAttack) { return; } if (AttackLimit > 0 && CanAttack) { CanAttack = false; myAnimator.SetTrigger("Attack"); new WaitForSeconds(3); bullet.gameObject.SetActive(true); bullet.position = barrel.position; bullet.rotation = barrel.rotation; bullet.GetComponent <Rigidbody2D>().AddForce(barrel.up * bulletSpeed); AttackLimit--; UIM.Attack(); } Invoke("ActivateBullet", bulletTimeOut); }
// 공격 public void Attack() { if (AttackLimit <= 0 || !CanAttack) { return; } if (AttackLimit > 0 && CanAttack) { print("플레이어 공격 limit : " + AttackLimit); ThisAudio.clip = playerAttack; ThisAudio.Play(); CanAttack = false; faceAnimator.SetTrigger("attack"); handsAnimator.SetTrigger("attack"); bullet.gameObject.SetActive(true); bullet.position = barrel.position; bullet.rotation = barrel.rotation; bulletBody.AddForce(barrel.up * bulletSpeed); AttackLimit--; UIM.Attack(); } Invoke("ActivateBullet", AttackTimeOut); }