public SkillInfo(string name, string name_kor, int max_lv = 0, SKILL_TYPE type = SKILL_TYPE.ACTIVE) { NAME = name; NAME_KOR = name_kor; MAX_LV = max_lv; TYPE = type; }
IEnumerator DelayPlaySkill(SKILL_TYPE curSkill, GameObject target, float delayTime) { yield return(new WaitForSeconds(delayTime)); switch (curSkill) { case SKILL_TYPE.CYCLON: break; case SKILL_TYPE.HUMMAN: break; case SKILL_TYPE.GRAVEL: break; case SKILL_TYPE.POWER: break; case SKILL_TYPE.MACHINE: StartCoroutine(MachineBullet(target)); break; case SKILL_TYPE.EMISSION: EmissionBullet(target); break; case SKILL_TYPE.ARTILLERY_COMBO: ArtilleryCombo(target); break; case SKILL_TYPE.STRUGGLE: StartCoroutine(StruggleBullet(target)); break; } }
public CharacterSkill(int _Id, string _Name, string _Description, string _ImageName, int _SkillType, int _SkillPower, int _JobId, int _SlotNum, int _Mp) { Id = _Id; Name = _Name; Description = _Description; ImageName = _ImageName; SkillType = _SkillType; SkillPower = _SkillPower; JobId = _JobId; SlotNum = _SlotNum; Mp = _Mp; skillTypeEnum = (CharacterSkill.SKILL_TYPE)_SkillType; }
public void PlaySkill(SKILL_TYPE curSkill, GameObject target, float delayTime = 0f) { StartCoroutine(DelayPlaySkill(curSkill, target, delayTime)); }