override public void getUpSkill(int num) { switch (num) { case 1: chargespeed += 1; break; case 2: canSaveSkill = true; break; case 3: skill_2_base.GetComponent <Bullet>().bulletDistance += 2; break; case 4: normalAtk_base.GetComponent <Bullet>().bulletDistance += 2; break; case 5: normalAtkNum += 2; break; case 6: cycloneNum += 2; break; case 7: fireBallNum += 2; break; case 8: canFireArea = true; break; case 101: hitbox.hpMax += 300; hitbox.takenHeal(300); break; case 102: statContol.ChangeSpeedPercent(0.2f); break; case 103: hitbox.damageManager.plusExtraDamage(0.2f); break; } Debug.Log("wizard up skill|" + num); }
override public void getUpSkill(int num) { Debug.Log("Arche UPaskill: " + num); switch (num) { case 1: spreadShotArrow += 4; break; case 2: mutiShotArrow++; break; case 3: normalShoot.GetComponent <Bullet>().maxUnit++; break; case 4: MODE[] temp = new MODE[modeOrder.Length + 1]; for (int i = 0; i < modeOrder.Length; i++) { temp[i] = modeOrder[i]; } temp[modeOrder.Length] = MODE.BOMB; modeOrder = temp; break; case 5: shootSpeed += 2f; break; case 6: canDodgeShot = true; break; case 101: hitbox.hpMax += 300; hitbox.takenHeal(300); break; case 102: statContol.ChangeSpeedPercent(0.2f); break; case 103: hitbox.damageManager.plusExtraDamage(0.2f); break; } }
public override void doActionAPI(unitHitbox player) { // base.doActionAPI(player); // Debug.Log("Heal"); player.takenHeal(heal); }