public void ProcessFirstAction(Dinosaur enemy) { switch (m_selectedAction) { case DinoAction.NormalAttack: m_dinoAnimationObject.AnimationState.SetAnimation(0, "attack_1", false); enemy.Damaged(m_currentAttackPower); break; case DinoAction.SpecialAttack: m_dinoAnimationObject.AnimationState.SetAnimation(0, "attack_3", false); enemy.Damaged(m_currentAttackPower); break; case DinoAction.Defence: case DinoAction.Counter: m_dinoAnimationObject.AnimationState.SetAnimation(0, "defense", false); // Damaged(enemy.currentAttackPower); break; } m_dinoAnimationObject.AnimationState.AddAnimation(0, "idle", true, 0f); }
/// <summary> /// 카운터를 위한 후턴 계산 /// </summary> /// <param name="enemy"></param> public void ProcessSecondAction(Dinosaur enemy) { if (m_currentHP <= 0) { return; } if (m_selectedAction != DinoAction.Counter) { return; } m_dinoAnimationObject.AnimationState.SetAnimation(0, "attack_1", false); enemy.Damaged(m_currentAttackPower); m_dinoAnimationObject.AnimationState.AddAnimation(0, "idle", true, 0f); }