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

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using System.Collections;
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using UnityEngine;
public class Skill_ShadowSlash : ProjectileBase
{
public Projectile_StopAndColliderControl go_effect;
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public GameObject go_invisibleEffect;
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public override void Set(ProjectileData _data)
{
go_effect.gameObject.SetActive(false);
base.Set(_data);
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OptionInfo.Ins.Set_PCMove(_data.shooter, false);
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_data.shooter.Set_CurAnim(eAnim.Skill);
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Show_InvisibleEffect();
//_data.shooter.Jump(2.1f, 1f, 10f, 1f, () =>
_data.shooter.Set_Invisible(2.1f, () =>
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{
OptionInfo.Ins.Set_PCMove(_data.shooter, true);
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_data.shooter.Play_Idle();
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if (!DSUtil.CheckNull(_data.target))
_data.shooter.Set_Warp(_data.target.Get_PositionBack(1.5f));
Show_InvisibleEffect();
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});
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StartCoroutine(Co_Update());
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StartCoroutine(Co_Off(4f));
}
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void Show_InvisibleEffect()
{
go_invisibleEffect.SetActive(false);
go_invisibleEffect.SetActive(true);
go_invisibleEffect.transform.position = m_ProjecTileData.shooter.Get_position();
MyValue.m_RealCamera.RotateCam_TargetBack();
}
IEnumerator Co_Update()
{
yield return new WaitForSeconds(0.5f);
go_effect.gameObject.SetActive(true);
go_effect.Set(m_ProjecTileData);
go_effect.transform.position = m_ProjecTileData.shooter.Get_CenterPositionFoward(1.5f);
}
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}