IEnumerator Potion() { for (int i = 0; i < potionCount; i++) { charStatus.DecreaseHealthPoint((int)(charStatus.HealthPoint * -0.3)); yield return(new WaitForSeconds(1f)); } }
void OnTriggerEnter(Collider coll) { if (coll.gameObject.layer == LayerMask.NameToLayer("Enermy")) { Monster monster = coll.gameObject.GetComponent <Monster>(); // charManager.UIManager.BattleUIManager.monsterHpBarCalculation(monster.gameObject.name, monster.MaxHP, monster.CurrentHP); UIManager.Instance.BattleUIManager.ComboProcess(++characterManager.ComboCount); StartCoroutine(characterManager.ComboCheck(characterManager.ComboCount)); Instantiate(Resources.Load <GameObject>("Effect/HitEffect"), new Vector3(coll.transform.position.x, coll.transform.position.y + 1.0f, coll.transform.position.z + 0.5f), Quaternion.identity); if (monster != null) { if (characterManager.NormalAttackState) { damage = characterStatus.Attack; } else if (characterManager.SkillAttackState) { damage = characterStatus.Attack; } if (damage != 0) { if (characterStatus.HClass == CharacterStatus.CharClass.Warrior) { if (characterStatus.SkillLevel[5] < 4) { if (characterManager.NormalAttackState) { int testPassiveHP; testPassiveHP = (int)((SkillManager.Instance.SkillData.GetSkill((int)characterStatus.HClass, 4).GetSkillData(skillLv).SkillValue) * damage); if (characterStatus.MaxHealthPoint > characterStatus.HealthPoint) { characterStatus.DecreaseHealthPoint(-testPassiveHP); Debug.Log("blood"); } } } else if (characterStatus.SkillLevel[5] == 4) { Debug.Log("in Warrior"); int testPassiveHP; testPassiveHP = (int)((SkillManager.Instance.SkillData.GetSkill((int)characterStatus.HClass, 4).GetSkillData(skillLv).SkillValue) * damage); if (characterStatus.MaxHealthPoint > characterStatus.HealthPoint) { characterStatus.DecreaseHealthPoint(-testPassiveHP); } } } monster.HitDamage(damage); damage = 0; } } } }
IEnumerator Potion() { for (int i = 0; i < potionCount; i++) { characterStatus.DecreaseHealthPoint((int)(characterStatus.HealthPoint * -0.3)); characterStatus.DecreaseMagicPoint((int)(characterStatus.MagicPoint * -0.3)); UIManager.Instance.BattleUIManager.hpBarCalculation(characterStatus.MaxHealthPoint, characterStatus.HealthPoint); UIManager.Instance.BattleUIManager.mpBarCalculation(characterStatus.MaxMagicPoint, characterStatus.MagicPoint); yield return(new WaitForSeconds(1f)); } }