|
|
character.BeHit(attackInfo.damage,attackInfo.force * attackInfo.attackDir * offset,
|
|
character.BeHit(attackInfo.damage,attackInfo.force * attackInfo.attackDir * offset,
|
|
|
attackInfo.changeHurt,attackInfo.repelValue);
|
|
attackInfo.changeHurt,attackInfo.repelValue);
|