public override void Casting(GameType.AnimationState state) { //해당 스킬을 찾아서 Skill target = m_skillList.Find(arg => arg.m_animationState == state); //원거리 if (state == GameType.AnimationState.Attack) { Projectile temp = target.thisObject.GetComponentInChildren <Projectile>(); GameObject clone = Instantiate(temp.gameObject) as GameObject; clone.GetComponent <Projectile>().Fire(character, character.thisTransform.position + (Vector3.up * 1.2f), character.thisTransform.right * 1.2f, character.thisTransform.rotation, 8f, OnHit); } else { currentSkill = target; target.Catsting(); } }
/// <summary> /// 공격 /// </summary> /// <param name="state"></param> public void Attack(GameType.AnimationState state) { battleMy.Casting(state); animation2D.OnAttack(); }
/// <summary> /// 스킬의 사용 /// </summary> /// <param name="state"></param> public virtual void Casting(GameType.AnimationState state) { }