// Start is called before the first frame update void Start() { mAnim = GetComponent <Animator>(); mRB2D = GetComponent <Rigidbody2D>(); mbGround = true; attackArea.SetTargetTag(TargetName); attackArea.SetDamage(AttackPower); }
// Start is called before the first frame update void Start() { mCurrentHP = MaxHP; HPbar.ShowGauge(mCurrentHP, MaxHP); mAnim = GetComponent <Animator>(); mRB2D = GetComponent <Rigidbody2D>(); mbGround = true; attackArea.SetTargetTag(TargetName); attackArea.SetDamage(AttackPower); }
//[SerializeField] //private int AttackHash; // Start is called before the first frame update void Start() { //SpriteRenderer rand = GetComponent<SpriteRenderer>(); //rand.sortingOrder = 10; //AttackHash = Animator.StringToHash("IsAttack"); mAnim = GetComponent <Animator>(); mAttackArea.SetDamage(mAtk); //mAnim.SetBool(AnimHash.Attack, true); //mAnim.SetBool("IsAttack", true); //mAnim.SetBool(AttackHash, true); //mRB2D = GetComponent<Rigidbody2D>(); 리짓바디있으면 밀림. }