void Start() { OnStart(); Timer.OnStep += Attack; attackpoints[0] = new Vector2(size.x, 0f); InitAttackPoint(); m_2_weapon = GameManager.Get.Weapon_system.GetWeapon(WeaponGet.Enum(EnumActor.Enemy, EnumWeapon.Default)); m_3_weapon = GameManager.Get.Weapon_system.GetWeapon(WeaponGet.Enum(EnumActor.Enemy, EnumWeapon.Cone)); timer_2.Step = 0.5f; timer_2.OnStep += Attack_2; timer_3.Step = 1.0f; timer_3.OnStep += Attack_3; }
private void GetWeapon() { m_weapon = GameManager.Get.Weapon_system.GetWeapon(WeaponGet.Enum(Actor_Enums.actor, Actor_Enums.weapon)); }
//public Dictionary<WeaponGet, Weapon> Weapon_dictionary //{ // get // { // return m_weapons; // } //} public Weapon GetWeapon(WeaponGet get) { var ptr = m_weapons[get]; return(ptr); }