using UnityEngine; public class Skill_BindingArrow : ProjectileBase { public Projectile_Strait[] arr_arrows; [Header("화살 속도")] public float m_speed = 3f; [Header("화살 전체 각도")] public float m_totalangle = 100f; [Header("뒤로 밀리는 시간")] public float m_backtime = 0.05f; [Header("뒤로 밀리는 속도")] public float m_backspeed = 10f; public override void Set(ProjectileData _data) { _data.LifeTime = 2f; _data.Speed = m_speed; _data.eStartPos = eProjectileStartPos.ShooterCenter; base.Set(_data); _data.shooter.KnockBack(m_backtime, m_backspeed); float startAngle = -m_totalangle * 0.5f; float angleStep = m_totalangle / (arr_arrows.Length - 1); for (int i = 0; i < arr_arrows.Length; i++) { var arrow = arr_arrows[i]; arrow.gameObject.SetActive(true); arrow.Set(_data); arrow.transform.localPosition = Vector3.zero; float angle = startAngle + angleStep * i; arrow.transform.localRotation = Quaternion.Euler(0f, angle, 0f); } StartCoroutine(Co_Off(m_LifeTime * 2f)); } }