//Skill Method public void ActiveSkill() { GetComponent <Animation>().Play(skillSetup.animationSkill.name); if (skillSetup.speedTuning) //Enable Speed Tuning { GetComponent <Animation>()[skillSetup.animationSkill.name].speed = (playerStatus.statusCal.atkSpd / 100f) / skillSetup.speedAnimation; } else { GetComponent <Animation>()[skillSetup.animationSkill.name].speed = skillSetup.speedAnimation; } //Calculate Attack if (GetComponent <Animation>()[skillSetup.animationSkill.name].normalizedTime > skillSetup.activeTimer && !checkAttack) { playerSkill.ActiveSkill(skillSetup.skillType, skillSetup.skillIndex); checkAttack = true; } if (GetComponent <Animation>()[skillSetup.animationSkill.name].normalizedTime > 0.9f) { heroController.ctrlAnimState = HeroController.ControlAnimationState.WaitAttack; checkAttack = false; } }