// Update is called once per frame void Update() { m_BufferMgr.Update(); #if UNITY_EDITOR if (Input.GetKeyDown(KeyCode.Z) && monsterMessage.HasActive && monsterMessage.targetCt.hasFindTarget) { //BufferAddDamage (1, 5, 1, false, false, false); //PerDeBufferPoison (5, 1, 10, 1, false, false); //PerDeBufferIgnition (10, 3, 5, 1, false, false); //PerDeBufferBleed(5, 3, 15, 1, false, false); //DeBufferSunderArmor (5, 5, 1, false, false); //PerBufferAddBlood (10, 3, 5, 1, false, false, false); //BufferSpeedUp (0.5f, 6, 1, false, false); //DeBufferSlowDown (0.5f, 5, 2, false, false); //DeBufferDizzness (5, 1, false, false); //DeBufferFreeze (5, 1, false, false); //BufferRelive (100, 100, 10, 0, false, true); //PerDeBufferIgnition (1, 2, 10, 1, false, false); //BufferAddAttackSpeed (3, 5, 1, false, false); } if (Input.GetKeyDown(KeyCode.X) && transform.parent.parent.GetComponent <MonsterMessage>().HasActive) { RemoveAllTypeBuffe(); } #endif }
// Update is called once per frame void Update() { m_BufferMgr.Update(); if (Input.GetKeyDown(KeyCode.Z) && transform.parent.parent.GetComponent <MonsterMessage> ().HasActive&& transform.parent.parent.GetComponentInChildren <MonsterTargerController> ().hasFindTarget) { //BufferAddDamage (1, 5, 1, false, false, false); //PerDeBufferPoison (5, 1, 10, 1, false, false); //PerDeBufferIgnition (10, 3, 5, 1, false, false); //PerDeBufferBleed (5, 3, 5, 1, false, false); //DeBufferSunderArmor (5, 5, 1, false, false); //PerBufferAddBlood (10, 3, 5, 1, false, false, false); //BufferSpeedUp (0.5f, 6, 1, false, false); //DeBufferSlowDown (0.5f, 5, 2, false, false); //DeBufferDizzness (5, 1, false, false); //DeBufferFreeze (5, 1, false, false); //BufferRelive (100, 100, 10, 0, false, true); //PerDeBufferIgnition (1, 2, 10, 1, false, false); } if (Input.GetKeyDown(KeyCode.X) && transform.parent.parent.GetComponent <MonsterMessage> ().HasActive) { RemoveAllTypeBuffe(); } }