public Calculate ( Combatant, ts, float damageFactor ) : CombatantAnimation[] | ||
ts | Combatant, | |
damageFactor | float | |
리턴 | CombatantAnimation[] |
public int Damage(BattleAction action) { int id = this.GetBattleID(); if(this.combatant != null && (!this.combatant.isDead || action.reviveFlag)) { CombatantAnimation[] anims = action.Calculate( new Combatant[] {this.combatant}, this.damageFactor); if(anims.Length > 0) { string name = this.combatant.GetAnimationName(anims[0]); if(name != "" && this.combatant.prefabInstance != null && this.combatant.prefabInstance.animation != null && this.combatant.prefabInstance.animation[name] && (DataHolder.BattleSystem().playDamageAnim || !this.combatant.IsInAction() || !(DataHolder.BattleSystem().dynamicCombat || DataHolder.BattleSystem().IsRealTime()))) { this.combatant.prefabInstance.animation.CrossFade(name, 0.3f, PlayMode.StopSameLayer); } } } return id; }