using System.Collections; using System.Collections.Generic; using UnityEngine; public class Skill_DashSlash : ProjectileBase { public GameObject go_effect; public List list_DamgeDelayTime = new List(); public Collider m_Collider; public override void Set(ProjectileData _data) { base.Set(_data); go_effect.SetActive(false); m_Collider.enabled = false; _data.shooter.Set_Invisible(0.5f, () => { StartCoroutine(Co_Update()); }); } private void Update() { if (m_ProjecTileData.target) transform.position = m_ProjecTileData.target.Get_position(); } IEnumerator Co_Update() { m_ProjecTileData.shooter.Set_Warp(m_ProjecTileData.target.Get_PositionFoward(1f)); if (m_ProjecTileData.shooter.IsMainPC()) MyValue.m_RealCamera.Set_FollowTarget(m_ProjecTileData.target); yield return new WaitForSeconds(0.5f); go_effect.SetActive(true); transform.LookAt(m_ProjecTileData.target.transform); transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y, 0f); m_ProjecTileData.shooter.Set_Invisible(2.5f, () => { if (m_ProjecTileData.shooter.IsMainPC()) MyValue.m_RealCamera.Set_FollowTarget(null); Off(true); }); for (int i = 0; i < list_DamgeDelayTime.Count; i++) { m_Collider.enabled = false; yield return new WaitForSeconds(list_DamgeDelayTime[i]); m_Collider.enabled = true; yield return null; } } }