// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using UnityEngine; namespace G { partial class EntityPlayer { public Transform pet_eagle; public Transform pet_horse; private int _currentPet; private int _attackHorse; private int _attackEagle; private Pet_eagle script_eagle; private Pet_horse script_horse; private Vector3 _colliderFly; private Vector3 _colliderHorse; public void SetPetSkillLV(int _autorate, int _attack_horse, int _attack_eagle) { _autoFindRate = _autorate; _attackHorse = _attack_horse; _attackEagle = _attack_eagle; } /// /// /// public void CallHorse() { scriptSound.PlaySkillStart(); _peting = true; _currentPet = 0; StopAnimation(); PlayAnimation("jump_changeweapon"); //clone_ride = PlayAnimQueued("jump_changeweapon_i"); //clone_ride.speed = myanimation["jump_changeweapon_i"].speed; //clone_ride = PlayAnimQueued("horse_start"); //clone_ride.speed = myanimation["horse_start"].speed; //clone_ride = PlayAnimQueued("horse_chacry"); //clone_ride.speed = myanimation["horse_chacry"].speed; //clone_ride = PlayAnimQueued("ride1"); //clone_ride.wrapMode = WrapMode.Loop; //clone_ride.speed = 0.05f; script_horse.SkillOn(); _moveSpeed = 0.8f; AttackUp(_attackHorse / 100, 0); } /// /// /// /// public void PetSkillFinish(int i) { scriptAttack.ResetStep(); StopAnimation(); _chaPosition.y = 0f; moveState = MoveState.state180; switch (i) { case 1: PlayAnimation("eagle_finish"); //tempani = PlayAnimQueued("land_changeweapon"); //tempani.layer = 4; //tempani.speed = myanimation["land_changeweapon"].speed; script_eagle.SkillOff(); break; case 0: AddForwardForce(-120f); PlayAnimation("horse_finish"); script_horse.GetOffHorse(); //tempani = PlayAnimQueued("land_changeweapon"); //tempani.layer = 4; //tempani.speed = myanimation["land_changeweapon"].speed; rideon = false; break; } _currentPet = -1; ResetAtk(); } } }