void OnHitEvent() { if (_lockTarget != null) // player is targeted { // hp GeneralStat targetStat = _lockTarget.GetComponent <GeneralStat>(); targetStat.OnAttacked(_stat); if (targetStat.Hp > 0) { float distance = (_lockTarget.transform.position - transform.position).magnitude; if (_attackRange >= distance) { SoundManager.instance.PlaySFX("SFX_Hit", 1.0f); State = Define.State.Skill; } else { State = Define.State.Moving; } } else { State = Define.State.Idle; } } else // 플레이어 타겟팅 중이 아닐 땐 { State = Define.State.Idle; } }
void OnHitEvent() { if (_lockTarget != null) { GeneralStat targetStat = _lockTarget.GetComponent <GeneralStat>(); SoundManager.instance.PlaySFX(attackSoundName, 1.0f); targetStat.OnAttacked(_stat); } if (_stopSkill) { State = Define.State.Idle; } else { State = Define.State.Skill; } }