private void CreateAttackEffect()//AttackEffect 애니메이션에서 호출 { if (monsterBoss == 0) { GameObject AttackEffect = Instantiate(Resources.Load("Monster/Prefabs/MonsterAttackEffect")) as GameObject; //몬스터공격이펙트 오브젝트생성 AttackEffect.GetComponent <MonsterAttackEffect>().monsterNum = monsterNum; //몬스터 번호 동기화 if (monsterBoss == 0) { AttackEffect.GetComponent <MonsterAttackEffect>().boss = false;//몬스터 번호 동기화 } else { AttackEffect.GetComponent <MonsterAttackEffect>().boss = true; //몬스터 번호 동기화 } AttackEffect.GetComponent <MonsterAttackEffect>().xScale = attackEffectXScale; //몬스터 AttackEffect 크기 AttackEffect.GetComponent <MonsterAttackEffect>().yScale = attackEffectYScale; //몬스터 AttackEffect 크기 CreateDamageUI(player.gameObject, gameObject, false, false, true, 1.5f); } else { switch (skillManager.randomSkill) { case 0: skillManager.UsingBuffer(skillManager.randomEffect); break; case 1: skillManager.UsingTargeting(skillManager.randomEffect); break; case 2: skillManager.UsingWideArea(skillManager.randomEffect); break; case 3: skillManager.CallMonster(skillManager.randomSubMonsterNum, skillManager.subMonMakeAmount); break; } } }