//Активировать функцию кнопки атак public void ActivateAttackButtons(int attackButtonID, int attack) { Debug.Log($"AttackMenu.ActivateAttackButtons({attackButtonID}, {attack})"); ActivateEnemyHealth(attackButtonID); var current = new Attack(); foreach (var enemy in enemies) { if (enemy.gameObject.activeSelf && enemy.spawnPointIndex == attackButtonID) { current.receiver = enemy.name; break; } } if (current.receiver != null) { switch (attack) { case 0: RemoveFromCombometer(false); current.attackName = "attack"; StartCoroutine(WaitToDeactivateEnemyHealth(attackButtonID)); DeactivateAttackButtons(false); break; case 1: RemoveFromCombometer(true); current.attackName = "heavy_attack"; StartCoroutine(WaitToDeactivateEnemyHealth(attackButtonID)); DeactivateAttackButtons(true); break; default: DeactivateEnemyHealth(attackButtonID); break; } timeOfLatestAttack = Time.time; knightBehaviour.Attack(current); } else { DeactivateEnemyHealth(attackButtonID); } }