// ***********************************************************************
// 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();
}
}
}