public override float Attack(GameObject hero, GameObject me, int index) { //m_tick += Time.deltaTime; //if(m_tick >= 1000.0f) //{ m_skletonAnimation.state.SetAnimation(0, m_attackAni, false); // m_tick = 0.0f; //} TutoRobo r = hero.GetComponent <TutoRobo>(); if (r != null) { r.Damage(1); } else { HeroRobo robo = hero.GetComponent <HeroRobo>(); if (robo != null) { robo.Damage(1); } } return(1.0f); }
private void State_Complete(Spine.TrackEntry trackEntry) { if (trackEntry.animation.name.Equals(ANI_ATTACK)) { m_skeletonAnimation.state.SetAnimation(0, ANI_MOVE, true); if (m_attackTarget != null) { if (!m_tutorial) { HeroRobo robo = m_attackTarget.GetComponent <HeroRobo>(); if (robo != null) { robo.Damage(m_power); } else { Hero hero = m_attackTarget.GetComponent <Hero>(); if (hero != null) { hero.Damage(m_power); } } } else { TutoRobo robo = m_attackTarget.GetComponent <TutoRobo>(); if (robo != null) { robo.Damage(m_power); } } } } }