십자 베기 데미지

This commit is contained in:
Ino 2025-02-05 13:45:09 +09:00
parent 58a621bdfe
commit 44571936b8
4 changed files with 113 additions and 18 deletions

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@ -4,23 +4,32 @@ using UnityEngine;
public class Skill_CrossSlash : ProjectileBase
{
public GameObject[] gos_slash; // 베기 이펙트 2종
public ProjectileHitChecker[] arr_ProjectileHitChecker; // 베기 이펙트 2종
public List<float> list_gaptime = new List<float> { 0.25f, 0.4f, 0.35f, 0.425f, 0.45f, 0.45f };
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.ShooterCenter;
base.Set(_data);
LookAt_ShooterFoward();
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
DSUtil.InActivateGameObjects(gos_slash);
for (int i = 0; i < arr_ProjectileHitChecker.Length; i++)
arr_ProjectileHitChecker[i].gameObject.SetActive(false);
m_ProjecTileData.shooter.AnimationPlay("paladin_skill2_start");
for (int i = 0; i < 6; i++)
{
yield return new WaitForSeconds(list_gaptime[i]);
DSUtil.InActivateGameObjects(gos_slash, i % 2);
var index = i % 2;
arr_ProjectileHitChecker[index].gameObject.SetActive(false);
arr_ProjectileHitChecker[index].gameObject.SetActive(true);
arr_ProjectileHitChecker[index].Get_Collider().enabled = true;
yield return null;
arr_ProjectileHitChecker[index].Get_Collider().enabled = false;
}
yield return new WaitForSeconds(2f);