| | |
| | | |
| | | private void OnSkillStateEnter(float time) |
| | | { |
| | | Debug.Log("OnSkillStateEnter"); |
| | | for (int i = 0; i <= 8; i++) |
| | | { |
| | | var skillcd = GetSkillCD(i); |
| | |
| | | |
| | | private void OnSkillStateEnd() |
| | | { |
| | | Debug.Log("OnSkillStateEnd"); |
| | | for (int i = 0; i <= 8; i++) |
| | | { |
| | | var skillcd = GetSkillCD(i); |
| | |
| | | |
| | | private void OnGainCantCastSkillStatus(float duration) |
| | | { |
| | | Debug.Log("OnGainCantCastSkillStatus"); |
| | | var forbid = !StatusMgr.Instance.CanCastSkill(PlayerDatas.Instance.baseData.PlayerID); |
| | | for (int i = 0; i <= 8; i++) |
| | | { |
| | |
| | | |
| | | private void OnReleaseCantCastSkillStatus() |
| | | { |
| | | Debug.Log("OnReleaseCantCastSkillStatus"); |
| | | var forbid = !StatusMgr.Instance.CanCastSkill(PlayerDatas.Instance.baseData.PlayerID); |
| | | for (int i = 0; i <= 8; i++) |
| | | { |