2024-12-15 01:39:39 +00:00
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using System.Collections;
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using UnityEngine;
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public class Skill_StraightBurst : ProjectileBase
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{
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2024-12-25 01:44:44 +00:00
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[Header("ij<><C4B3><EFBFBD>Ϳ<EFBFBD><CDBF><EFBFBD> <20>Ÿ<EFBFBD>")]
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public float m_distance = 1.5f;
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2024-12-17 02:55:39 +00:00
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public GameObject[] gos_effect, go_hiteffect;
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2024-12-15 01:39:39 +00:00
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public override void Set(ProjectileData _data)
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{
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2024-12-25 01:44:44 +00:00
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.shooter.Get_CenterPositionFoward(m_distance);
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2024-12-15 01:39:39 +00:00
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base.Set(_data);
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2024-12-25 01:44:44 +00:00
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LookAt_ShooterFoward();
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2024-12-15 01:39:39 +00:00
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DSUtil.InActivateGameObjects(gos_effect);
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2024-12-17 02:55:39 +00:00
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DSUtil.InActivateGameObjects(go_hiteffect);
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2024-12-15 01:39:39 +00:00
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StartCoroutine(Co_StraightBurst());
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}
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IEnumerator Co_StraightBurst()
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{
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int count = 2 + (IsStep(1) ? (int)Get_AwakenData(1, 1) : 0) + (IsStep(3) ? (int)Get_AwakenData(3, 1) : 0);
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2025-01-19 21:58:12 +00:00
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m_ProjecTileData.e_SkillExtraType = IsStep(2) ? eSkillExtraType.Knockback : eSkillExtraType.None;
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2024-12-15 01:39:39 +00:00
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for (int i = 0; i < count; i++)
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{
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gos_effect[i].SetActive(true);
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2024-12-17 02:55:39 +00:00
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yield return new WaitForSeconds(1.0f);
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gos_effect[i].SetActive(false);
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2024-12-15 01:39:39 +00:00
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var enemies = Get_Enemies(gos_effect[i].transform, 2f);
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for (int j = 0; j < enemies.Count; j++)
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enemies[j].Get_Damage(Get_DamageInfo());
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2024-12-17 02:55:39 +00:00
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go_hiteffect[i].SetActive(true);
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2024-12-15 01:39:39 +00:00
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}
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2024-12-17 02:55:39 +00:00
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yield return new WaitForSeconds(5f);
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2024-12-15 01:39:39 +00:00
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Off();
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}
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}
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