using System.Collections; using UnityEngine; public class Skill_DaggerThrow : ProjectileBase { [Header("단검 속도")] public float DaggerSpeed = 7f; public GameObject[] gos; // 0 한 개, 1 아홉 개 public Transform tf_one; public Transform[] tfs_nine; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.ShooterCenter; _data.LifeTime = 4f; _data.Speed = DaggerSpeed; base.Set(_data); if (IsStep(1)) Set_ReduceCoolTime_byStep(1); m_ProjecTileData.e_SkillExtraType = IsStep(2) ? eSkillExtraType.Blood : eSkillExtraType.None; if (IsStep(3)) { DSUtil.InActivateGameObjects(gos, 1); StartCoroutine(Co_Update()); } else { DSUtil.InActivateGameObjects(gos, 0); StartCoroutine(Co_Move_Strait(eProjectileStrait.Forward)); } } IEnumerator Co_Update() { for (int i = 0; i < tfs_nine.Length; i++) tfs_nine[i].localPosition = Vector3.zero; while (m_ProjecTileData.LifeTime > 0f) { if (DSUtil.CheckNull(m_ProjecTileData.shooter)) break; for (int i = 0; i < tfs_nine.Length; i++) tfs_nine[i].Translate(m_ProjecTileData.Speed * Time.deltaTime * tfs_nine[i].forward); m_ProjecTileData.LifeTime -= Time.deltaTime; yield return null; } Off(); } }