using CodeStage.AntiCheat.ObscuredTypes; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Select_LeafFairy : ProjectileBase { public override void Set(ProjectileData _data) { base.Set(_data); StartCoroutine(Co_Update()); } IEnumerator Co_Update() { Vector3 randomPos = Vector3.up + Vector3.right * 1.5f; ObscuredFloat DamageRate = table_selectskill.Ins.Get_Data(eEffect.Select_LeafFairy).ValueBase; DamageRate.RandomizeCryptoKey(); ObscuredInt FairyCount = 1; FairyCount.RandomizeCryptoKey(); while (true) { yield return new WaitForSeconds(1f); if (FairyCount == 1) { FairyCount = Get_FairyCount(eEffect.Select_LeafFairy2); if (FairyCount > 1) FairyCount.RandomizeCryptoKey(); } for (int i = 0; i < FairyCount; i++) { var pos = randomPos + Random.insideUnitSphere; transform.position = m_ProjecTileData.shooter.Get_Center_position() + pos; var mobs = ActorInfo.Ins.Get_EnemyActors(m_ProjecTileData.shooter.IsEnemy(), m_ProjecTileData.shooter.Get_position(), 0f, eAttackType.Physics); if (mobs.Count > 0) { var mob = mobs[Random.Range(0, mobs.Count)]; //var leafflash = InGameInfo.Ins.Show_Effect(eEffect.LeafFlash, transform.position); //leafflash.transform.LookAt(mob.transform); //ProjectileInfo.Ins.Shoot_Projectile("LeafBullet", m_ProjectTileData.actor_shooter, mob, DamageRate, transform.position); yield return new WaitForSeconds(0.1f); } } } } }