IEnumerator WideAttackReady() { targetList = TileUtils.CircleRange(currentTile, 2); for (int i = 0; i < targetList.Count; i++) { rangeList.Add(ObjectPoolManager.instance.PoolRangeEffect(RangeEffectType.ENEMY, targetList[i])); } yield return(null); }
IEnumerator Attack() { enemyUI.ActionImageOff(); List <Arch.Tile> tiles = TileUtils.CircleRange(currentTile, 1); for (int i = 0; i < tiles.Count; i++) { ObjectPoolManager.instance.PoolEffect(EnemyEffect.HITBLUE, tiles[i]); } PlayerControl.player.GetDamage(atk); yield return(StartCoroutine(AnimationRoutine(0))); }