void Player_sWait_Attack_CallBack(object e)
{
try
{
object[] es = (object[])e;
targetObject[] target = (targetObject[])es[0];
int[,] p_dmg = (int[,])es[1];
byte[] staticstatus = (byte[])es[2];
for (byte f = 0; f < Character.Action.Skill.Found; f++)
{
if (staticstatus[f] == 4)
target[f].Sleep(4);
target[f].HP(p_dmg[f, Character.Action.sSira]);
if (Character.Action.sSira + 1 == Character.Action.Skill.NumberOfAttack)
{
target[f].Dispose();
}
}
Character.Action.sSira++;
if (Character.Action.sSira == Character.Action.Skill.NumberOfAttack)
{
StopSkillTimer();
}
else
{
if (Character.Action.Skill.NumberOfAttack != 1)
StartsWaitTimer(Data.SkillBase[Character.Action.Skill.SkillID[Character.Action.sSira - 1]].CastingTime, target, p_dmg, staticstatus);
}
}
catch (Exception ex)
{
StopSkillTimer();
Systems.Debugger.Write(ex);
}
}