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| private float Cur_CollDown = 0.0f;
private float Max_CollDown = 5.0f;
public float SpeedAttack = 5.0f ;
public Transform OffsetEnemy;
public enum TurnState
{
PROCESSING ,
ADDTOLIST ,
WAITING ,
SELECCTION ,
ACTION,
DEAD,
}
public TurnState CurrentState;
public void Attack(){
StartCoroutine (AttackCouroutine());
}
IEnumerator AttackCouroutine((){
anim.Play ("wait");
yield return new WaitForSeconds( 2.0f );
anim.Play ("shiftingtoAttack");
float Step = SpeedAttack * Time.deltaTime;
transform.position = Vector3.MoveTowards (transform.position, OffsetEnemy.position , Step );
yield return new WaitForSeconds( 1.0f );
anim.Play ("Attacking");
yield return new WaitForSeconds( 2.0f );
float StepReturn = SpeedAttack * Time.deltaTime;
transform.position = Vector3.MoveTowards (transform.position, -OffsetEnemy.position , StepReturn );
Cur_CollDown = 0.0f;
CurrentState = TurnState.PROCESSING;
}
void Start () {
CurrentState = TurnState.PROCESSING;
}
void Update () {
switch (CurrentState) {
case (TurnState .PROCESSING):
UpgradePrgressBar ();
break ;
case (TurnState.ADDTOLIST):
InputCombatSelectionDisplay ();
break;
case (TurnState.WAITING):
break;
case (TurnState.SELECCTION):
break;
case (TurnState.ACTION):
break;
case (TurnState.DEAD):
break;
}
} |
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