// Start is called before the first frame update void Start() { hitPoint = MaxHitPoint; instantSkillEffect = null; myState = TitanState.AutoAttacking; skill = TitanSkill.CenterSphere; }
void SkillPlace() { if (skillPlaced) { bool attacked = skillPlaceComponent.DangerSkillAttacked("SkillChaging", "Skill"); if (attacked) { myState = TitanState.AutoAttacking; Destroy(instantSkillEffect.gameObject); instantSkillEffect = null; skillPlaced = false; } } else { skillPlaced = true; Quaternion effectQua = new Quaternion(); effectQua = Quaternion.Euler(new Vector3(-90, 0, 0)); instantSkillEffect = Instantiate(sphereSkillEffect, transform.position, effectQua); instantSkillEffect.transform.parent = transform; GameObject ShotSkill = null; Vector3 targetPosition = transform.position; animator.SetBool("PunchSkill", false); switch (skill) { case (TitanSkill.CenterSphere): ShotSkill = sphereSkill; targetPosition = new Vector3(3.5f, 0, -12.0f); break; case (TitanSkill.Punch): ShotSkill = punchSkill; targetPosition = new Vector3(0, 0, 15); animator.SetBool("PunchSkill", true); break; case (TitanSkill.AllRange): ShotSkill = allRange; targetPosition = new Vector3(0, 0, 0); break; case (TitanSkill.Line): ShotSkill = line; targetPosition = new Vector3(0, 0, 0); break; //default: // ShotSkill = sphereSkill; // break; } skillPlaceComponent.SkillPlace(ShotSkill, targetPosition, "SkillChaging"); } }
void SkillChange() { timeLine++; if (timeLine == 500) { myState = TitanState.SkillChaging; skill = TitanSkill.CenterSphere; } //else if (timeLine == 1500) //{ // myState = SkeltonState.SkillChaging; // skill = SkeltonSkill.Search; //} else if (timeLine > 2000) { timeLine = 0; } }