public void Attack_Default(float coolTime, ref Transform attacker, Unit__Base_Stat unitStat, int boolIndex) { //공격 _unitBaseEngine._unit_Combat_Engine.Default_ATK(ref attacker, (SkillBaseStat)null); //딜레이 enemyCoolTimer.StartCoroutine(enemyCoolTimer.Timer(coolTime, (input) => { enemy_is_ON_CoolTime[boolIndex] = input; }, true)); }
/** skill effect remains in enemy even if it escaped from ultimate skill area * @param other target escaping from ultimate skill */ private IEnumerator RemainedSkillEffect(Collider other) { Unit__Base_Stat TargetStat = other.GetComponent <UnitBaseEngine>()._unit_Stat; yield return(new WaitForSeconds(RemainingTime)); TargetStat.__PUB_Move_Speed /= MovementSpeedModifier; TargetStat.__PUB_Rotation_Speed /= RotationSpeedModifier; }
private void OnTriggerEnter(Collider other) { if (other.transform.tag == "SampleEnemy") { Unit__Base_Stat TargetStat = other.GetComponent <UnitBaseEngine>()._unit_Stat; // apply skill effect TargetStat.__PUB_Move_Speed *= MovementSpeedModifier; TargetStat.__PUB_Rotation_Speed *= RotationSpeedModifier; ObjectsInCollision.Add(other); } }