public IEnumerator PlayerDeath() { if (state.charstate == CharacterStates.CharState.Idle) { yield return(null); } yield return(new WaitForSeconds(5)); state.CurrentHp = state.MaxHp; state.CurrentMp = state.MaxMp; navi.SetDestination(transform.position); state.IsAttack = false; state.Speed = 3.0f; animator.PlayAnim(CharacterStates.CharState.Idle); transform.position = GenPoint(); }
public void UsingSkill(int num) { if (skill[num].isUseable && !states.IsAttack && skill[num].mp <= states.CurrentMp) { animatior.PlayAnim(CharacterStates.CharState.Attack2 + num); skill[num].isUseable = false; skillButton[num].image.fillAmount = 0; states.CurrentMp -= skill[num].mp; skill[num].isDamage = true; //states.Att += skill[num].damage; } }
public void Damage(int damage) { // charBar.HpDown(); // mainUI.HpDown(); status.CurrentHp -= damage; // status.CurrentHp -= 1; if (status.CurrentHp <= 0) { anim.PlayAnim(CharacterStates.CharState.Death); return; } }