public void FromBin(NetSocket.ByteArray bin) { bin.Get_(out skill_count); for (UInt32 i = 0; i < Hero_Def_Const.MAX_HERO_SKILL_SIZE /*skill_count*/; ++i) { skill_List [i] = new Skill_List(); skill_List [i].FromBin(bin); } }
//스킬 B : 에너지탄 공격 protected virtual void EnergyAttack(Skill_List skill) { switch (skill) { case Skill_List.Default: SpawnWeapon <Energy_Default_Multi>(energyDefaultPrefab, Quaternion.identity); break; } }
// Use this for initialization void Start() { SkillIter = SkillList[iterator]; iterator++; Effect.SetActive(false); Current_State = Skill_State.Filling_State; SetSkillSlot(); Banned = false; CurrentTime = 3f; }
//스킬 A : 레이저 공격 protected virtual void LaserAttack(Skill_List skill) { switch (skill) { case Skill_List.Default: SpawnWeapon <Laser_Default_Multi>(this.laserDefaultPrefab, Quaternion.identity); break; case Skill_List.Pattern: SpawnWeapon <Laser_Pattern_Multi>(laserPatternPrefab, Quaternion.identity); break; } }
public Skill_List GetSkill(long id) { Skill_List skill = dl.GetSkill(id); return(skill); }
public void FromBin(NetSocket.ByteArray bin) { bin.Get_ (out skill_count); for (UInt32 i = 0; i < Hero_Def_Const.MAX_HERO_SKILL_SIZE/*skill_count*/; ++i) { skill_List [i] = new Skill_List (); skill_List [i].FromBin (bin); } }