// Iterate target's data and apply damage // Damage in TargetAffected struct is positive value, so when we update target data, multiply (-) at its value. private void ApplyDamage(List <OperationBluehole.Content.TargetAffected> targetDataList) { for (int i = 0; i < targetDataList.Count; ++i) { //Debug.Log( targetDataList[i].value ); // apply damage data & play animation for hit switch (targetDataList[i].targetType) { case OperationBluehole.Content.PartyType.MOB: Mob mob = BattleManager.Instance.EnemyInstanceList[targetDataList[i].targetIdx].GetComponent <Mob>(); mob.UpdateCharacterData(targetDataList[i].gaugeType, targetDataList[i].value); mob.BeAttacked(); break; case OperationBluehole.Content.PartyType.PLAYER: Hero hero = BattleManager.Instance.heroStatus[targetDataList[i].targetIdx].GetComponent <Hero>(); hero.UpdateCharacterData(targetDataList[i].gaugeType, targetDataList[i].value); hero.BeAttacked(); break; } } }