public void SelectAction() { int actionValue = Random.Range(1, 5); m_selectedAction = Utils.ConvertIntToEnumData <DinoAction>(actionValue); // m_selectedAction = DinoAction.Counter; switch (m_selectedAction) { case DinoAction.NormalAttack: m_currentAttackPower = 4; m_currentDefencePower = 0; break; case DinoAction.Defence: m_currentAttackPower = 0; m_currentDefencePower = 3; break; case DinoAction.Counter: m_currentAttackPower = 2; m_currentDefencePower = 2; break; case DinoAction.SpecialAttack: m_currentAttackPower = 6; m_currentDefencePower = 0; break; } }
public void TestEnemySelectAction() { m_selectedAction = DinoAction.Defence; switch (m_selectedAction) { case DinoAction.NormalAttack: m_currentAttackPower = 4; m_currentDefencePower = 0; break; case DinoAction.Defence: m_currentAttackPower = 0; m_currentDefencePower = 3; break; case DinoAction.Counter: m_currentAttackPower = 2; m_currentDefencePower = 2; break; case DinoAction.SpecialAttack: m_currentAttackPower = 6; m_currentDefencePower = 0; break; } }
public static string GetActionName(DinoAction _action) { string actionName = ""; switch (_action) { case DinoAction.NormalAttack: actionName = "공격"; break; case DinoAction.Defence: actionName = "방어"; break; case DinoAction.Counter: actionName = "카운터"; break; case DinoAction.SpecialAttack: actionName = "스페셜 공격"; break; } return(actionName); }