public void Attack_Decision(Result Result_Gesture) { if (Singleton.getInstance.GameState == GameState.PlayBoss) { Debug.Log(Result_Gesture); if (Result_Gesture == Result.Circle && Singleton.getInstance.useSKill == false && Singleton.getInstance.skill2lv > 0 && Singleton.getInstance.skill2Cooltime < 1) { Debug.Log("파멸의일격"); useskill = 1; skill_gauge = 1; Debug.Log(skill_gauge); Singleton.getInstance.useSKill = true; charactor_animator.SetTrigger("skill1"); acs.clip = ac1; acs.Play(); } else if (Result_Gesture == Result.triangle1 && Singleton.getInstance.useSKill == false && Singleton.getInstance.skill1lv > 0 && Singleton.getInstance.skill1Cooltime < 1) { Debug.Log("강해져랏!"); Singleton.getInstance.useSKill = true; useskill = 2; skill_gauge = 1; } else if (Singleton.getInstance.useSKill == true) { Debug.Log("들옴"); if (useskill == 1) { if (skill_gauge == 1) { if (Result_Gesture == Result.Z) { Debug.Log(skill_gauge); charactor_animator.SetTrigger("skill2"); skill_gauge = 2; acs.clip = ac1; acs.Play(); } else { Singleton.getInstance.useSKill = false; skill_gauge = 0; useskill = 0; charactor_animator.SetTrigger("cancle"); } } else if (skill_gauge == 2) { if (Result_Gesture == Result.Z) { Singleton.getInstance.skill2Cooltime = 10; Debug.Log(skill_gauge); skill_gauge = 0; useskill = 0; Singleton.getInstance.useSKill = false; charactor_animator.SetTrigger("skill3"); bossmanager_cs.Boss_hitby(2); acs.clip = ac2; acs.Play(); finishskill = true; } else { charactor_animator.SetTrigger("cancle"); Singleton.getInstance.useSKill = false; skill_gauge = 0; useskill = 0; } } } else if (useskill == 2) { if (skill_gauge == 1) { if (Result_Gesture == Result.down) { Singleton.getInstance.skill1Cooltime = 20; skill_gauge = 0; useskill = 0; Singleton.getInstance.useSKill = false; StartCoroutine(enu()); } else { skill_gauge = 0; useskill = 0; Singleton.getInstance.useSKill = false; } } } } if (Singleton.getInstance.bossState == BossState.normal && Singleton.getInstance.useSKill == false) { if (finishskill == true) { finishskill = false; } else { bossmanager_cs.Boss_hitby(1); CharacterAttackAniamtion(Result_Gesture); } } else if (Singleton.getInstance.bossState == BossState.attack) { bossmanager_cs.BossattackDecision(Result_Gesture); } } if (Singleton.getInstance.GameState == GameState.PlayNormal) { if (Singleton.getInstance.WrongRecognize == false) { if (CreatePattern.Pattern_list_num.Count > 0) { if ((int)Result_Gesture == CreatePattern.Pattern_list_num.Peek()) { /// boom effect// GameObject boom_effect_gb = Instantiate(Gesture_boom_effect_pf); boom_effect_gb.transform.SetParent(Gesture_boom_effect_parents.transform); boom_effect_gb.transform.localPosition = new Vector3(CreatePattern.Pattern_list[0].transform.localPosition.x - 10, CreatePattern.Pattern_list[0].transform.localPosition.y + 293, -1); boom_effect_gb.transform.localScale = new Vector3(1, 1, 1); Destroy(boom_effect_gb, 0.5f); // 삭제 Debug.Log(CreatePattern.Pattern_list.Count); Destroy(CreatePattern.Pattern_list[0]); CreatePattern.Pattern_list.RemoveRange(0, 1); CreatePattern.Pattern_list_num.Dequeue(); Debug.Log(CreatePattern.Pattern_list.Count); CharacterAttackAniamtion(Result_Gesture); monstermanager_cs.Monster_hitby(); } else { Fail(); } } } } }