public bool IsDeny(BattleDefine.EBattlerState state) { // 만약 현재 스킬이 캐스팅 중 취소될 수 있으면 방해가능 if (owner.currentSkillData.castingType == BattleDefine.ESkillCastingType.Cancled) { return(true); } else { return(false); } }
public virtual void SetForceState(BattleDefine.EBattlerState state) { if (this.state == BattleDefine.EBattlerState.Down) { return; } if (currentState != null) { currentState.OnExit(); } currentState = states[(int)state]; currentState.OnEnter(); }
public virtual void SetState(BattleDefine.EBattlerState state) { /*if (!currentState.IsDeny(state)) * return;*/ if (this.state == BattleDefine.EBattlerState.Down) { return; } if (this.state == BattleDefine.EBattlerState.Stun) { return; } if (this.state == BattleDefine.EBattlerState.Ready) { return; } if (currentState != null) { currentState.OnExit(); } currentState = states[(int)state]; currentState.OnEnter(); }
public bool IsDeny(BattleDefine.EBattlerState state) { return(false); }
public bool IsDeny(BattleDefine.EBattlerState state) { throw new System.NotImplementedException(); }