コード例 #1
0
    // 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);
    }
コード例 #2
0
    // 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);
    }
コード例 #3
0
    // 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);
    }