using UnityEngine; public class Bottle : ProjectileBase { public override void Set(ProjectileData _data) { base.Set(_data); if (_data.IsRandomPos && _data.target != null) { var targetpos = _data.target.Get_position(); float dist = 2f; _data.v3_StartPos = DSUtil.RandomVector_Exception_y(targetpos.x - dist, targetpos.x + dist, targetpos.y, targetpos.z - dist, targetpos.z + dist); } else { Off(true); return; } StartCoroutine(Co_Move_Split(() => { var enemies = Get_Enemies(transform, 1.0f); for (int i = 0; i < enemies.Count; i++) enemies[i].Get_Damage(m_ProjecTileData.shooter.Get_DamageInfo(m_ProjecTileData)); Off(); SoundInfo.Ins.Play_OneShot_byDistance(eSound.s006_BreakBottle, transform.position, 0.15f); }, m_ProjecTileData.shooter.Get_Center_position(), _data.v3_StartPos, Random.Range(1f, 2f), Random.Range(0.25f, 0.5f))); } }