public BaseSkillState(SkillList skillList, SkillStruct skillStruct, BaseActor targetActor = null) { m_SkillList = skillList; m_SkillStruct = skillStruct; m_BaseTarget = targetActor; m_SelfActor = m_SkillList.GetComponent <BaseActor>(); }
private void Awake() { m_Text = transform.GetChild(0).GetComponent <Text>(); m_SkillList = player.GetComponent <SkillList>(); m_PlayerInput = player.GetComponent <PlayerInput>(); m_Text.text = m_SkillList.GetSkill(idx).name; }
public void Init() { m_BuffAgent = GetComponent <BuffAgent>(); skillList = GetComponent <SkillList>(); m_Propty.Reset(); m_BuffAgent.Init(); }
public SkillFsm(SkillList skillList) { m_SkillList = skillList; }
public void Awake() { m_SkillList = GetComponent <SkillList>(); }
public Roll(SkillList skillList, SkillStruct skillStruct, BaseActor targetActor = null) : base(skillList, skillStruct, targetActor) { m_AddedBuff = false; m_RealeaseTimeStamp = Time.time + 0.2f; }