//어택 시간 지정 void SetAttackTime() { float _time = 0f; switch (comboNum) { // 원콤 시간지정 case 1: _time = AttackStyles.GetAttackAnimationTime(oneCombo); break; // 투콤 시간지정 case 2: _time = AttackStyles.GetAttackAnimationTime(twoCombo); break; // 막타 case 3: _time = AttackStyles.GetAttackAnimationTime(threeCombo); break; } //어택 애니메이션 조절 //StartCoroutine(AttackAniRoutine(_time)); }
void SetAnimationName() { idleAniName = "able"; runAniName = "run"; ropeRidingAniName = "rope"; ropeFlyingAniName = "ropeflying"; frontHitAniName = "fuck01"; backHitAniName = "fuck02"; oneComAniName = AttackStyles.GetAttackAnimationName(hero.oneCombo); twoComAniName = AttackStyles.GetAttackAnimationName(hero.twoCombo); threeComAniName = AttackStyles.GetAttackAnimationName(hero.threeCombo); ropeAttackAniName = AttackStyles.GetAttackAnimationName(hero.ropeAttack); }
public AttackType(AttackStyles attackStyle) { // Set the attack style this.attackStyle = attackStyle; // Set the combat class based on the attack style if (attackStyle == AttackStyles.Slash || attackStyle == AttackStyles.Stab || attackStyle == AttackStyles.Crush) { this.combatClass = CombatClasses.Melee; } else if (attackStyle == AttackStyles.Arrows || attackStyle == AttackStyles.Bolts || attackStyle == AttackStyles.Thrown) { this.combatClass = CombatClasses.Ranged; } else { this.combatClass = CombatClasses.Magic; } }