| | |
| | | line.SetActive(false); |
| | | } |
| | | |
| | | public void SetDamage(List<long> damages, Action _onComplete) |
| | | public void SetDamage(BattleDmgInfo damageInfo, Action _onComplete) |
| | | { |
| | | var damages = damageInfo.damageList; |
| | | for (int i = 0; i < damages.Count; i++) |
| | | { |
| | | if (i >= damageLineList.Count) |
| | |
| | | damageLineList.Add(newLine.GetComponent<DamageLine>()); |
| | | } |
| | | damageLineList[i].SetActive(true); |
| | | damageLineList[i].SetDamage(damages[i]); |
| | | damageLineList[i].SetDamage(damageInfo.attackType, damages[i]); |
| | | } |
| | | |
| | | for (int i = damages.Count; i < damageLineList.Count; i++) |