study/first_study/Assets/Scripts/WeaponSc/Scissor.cs

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using System.Collections;
using UnityEngine;
public class Scissor : MonoBehaviour
{
public enum State
{
Ready, // <20><><EFBFBD><EFBFBD> <20>غ<EFBFBD>
frontDelay, // <20><><EFBFBD><EFBFBD>
backDelay // <20>ĵ<EFBFBD>
}
public State state { get; private set; } // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
public ParticleSystem sAttackEffect;
public ParticleSystem aAttackEffect;
//private AudioSource weaponAudioPlayer; // <20><><EFBFBD><EFBFBD> <20>Ҹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public Weapondata weaponData;
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD>Ÿ<EFBFBD>
private float sAttackRange = 2f;
private float aAttackRange = 3f;
private float lastAttacktime; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
private void Awake()
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
private void OnEnable()
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ
}
// <20><><EFBFBD><EFBFBD> <20>õ<EFBFBD>
public void Fire()
{
}
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3>
public void Attack()
{
}
}