Project_WL/Assets/Script/Character/Projectile/Skill/Skill_Heal.cs

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using UnityEngine;
public class Skill_Heal : ProjectileBase
{
public override void Set(ProjectileData _data)
{
_data.SetSkillExtraType = false;
_data.e_SkillExtraType = eSkillExtraType.None;
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_data.eStartPos = eProjectileStartPos.Custom;
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var pos = _data.target.Get_position();
_data.v3_StartPos = new Vector3(pos.x, 0f, pos.z);
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_data.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(eSkillExtraType.Cure);
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_data.Copy(m_ProjecTileData);
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_data.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Cure : eSkillExtraType.None;
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base.Set(_data);
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transform.eulerAngles = Vector3.zero;
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if (IsStep(1)) Set_ReduceCoolTime_byStep(1);
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var healinfo = Get_DamageInfo(false, false);
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healinfo.Damage += healinfo.Damage * (IsStep(2) ? Get_AwakenData(2, 1) : 0);
m_ProjecTileData.target.Check_Extra(healinfo);
m_ProjecTileData.target.Heal(healinfo.Damage);
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StartCoroutine(Co_Off(2.5f));
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}
}