using System.Collections; using System.Collections.Generic; using UnityEngine; public class Skill_ChainLightning : ProjectileBase { List list_mob; int m_Count = 4; float OffTime; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.ShooterCenter; transform.localScale = Vector3.one * 1.5f; base.Set(_data); m_ProjecTileData.Speed = 40f; m_Count = IsStep(1) ? 8 : 4; m_LifeTime = 0f; OffTime = 0f; list_mob = Get_Enemies(transform, 10f); } void Update() { if (OffTime > 0f) { OffTime -= Time.deltaTime; if (OffTime <= 0f) Off(true); return; } if (list_mob == null || list_mob.Count < 1) { OffTime = 1f; return; } if (m_LifeTime <= 0f) { var targetpos = list_mob[0].Get_Center_position(); transform.position = Vector3.MoveTowards(transform.position, targetpos, Time.deltaTime * m_ProjecTileData.Speed); if (Vector3.Distance(transform.position, targetpos) < 0.2f) { m_LifeTime = 0.3f; m_Count -= 1; list_mob[0].Get_Damage(Get_DamageInfo()); list_mob.RemoveAt(0); } if (m_Count <= 0) OffTime = 1f; } else m_LifeTime -= Time.deltaTime; } }