void OnFightingAct() { if (body.IsPlaying()) { if (body.GetCurFrameIndex() == 2 && !hadCheckAttack) { hadCheckAttack = true; if (isHitFront) { int damage = 0; if (!isMightyHit) { damage = Random.Range(gInfo.strength / 12 - 3, gInfo.strength / 12 + 3); } else { damage = Random.Range(gInfo.strength / 12, gInfo.strength / 12 + 5); } if (transform.localScale.x > 0) { warCtrl.OnGenenralHitChecking(side, damage, WarSceneController.Direction.Left, (int)(hitDistance / locationStepX), locationX, locationY); } else { warCtrl.OnGenenralHitChecking(side, damage, WarSceneController.Direction.Right, (int)(hitDistance / locationStepX), locationX, locationY); } } else { int damage = Random.Range(gInfo.strength / 12 - 3, gInfo.strength / 12 + 3); if (transform.localScale.x > 0) { warCtrl.OnGenenralHitChecking(side, damage, WarSceneController.Direction.Right, (int)(hitDistance / locationStepX), locationX, locationY); } else { warCtrl.OnGenenralHitChecking(side, damage, WarSceneController.Direction.Left, (int)(hitDistance / locationStepX), locationX, locationY); } } } } else { hadCheckAttack = false; isFighting = false; timeCoolDown = (1 - gInfo.strength / 120f) / 2; head.SetFrame("Idle", 0); body.SetFrame("Idle", 0); horse.SetFrame("Idle", 0); } }