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revive_co = StartCoroutine(Co_Revive(3f, temp.f_ExtraValue2, skilltype)); + revive_co = StartCoroutine(Co_Revive(3f, temp.f_ExtraValue2, temp.f_ExtraValue3, skilltype)); } } else @@ -626,7 +626,7 @@ public class MobActor : Actor } Coroutine revive_co; - IEnumerator Co_Revive(float revivetime, float nodmgtime, SkillTypeConfigTableData skilltype) + IEnumerator Co_Revive(float revivetime, float nodmgtime, float dmg, SkillTypeConfigTableData skilltype) { --n_Reincarnation; DeadStatus = true; @@ -638,6 +638,9 @@ public class MobActor : Actor DeadStatus = false; NoDmgTime = nodmgtime; InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, nodmgtime); + + yield return new WaitForSeconds(0.5f); + ProjectileInfo.Ins.Shoot_Projectile("Projectile_Revive30", this, null, dmg, Get_Center_position(), 2f); } void PerHPBuff(eCC skilltypecc, eCC buffcc1, eCC buffcc2, SkillListTableData temp, SkillTypeConfigTableData skilltype)