using System.Collections; using System.Collections.Generic; using UnityEngine; public class Skill_RapidShot : ProjectileBase { [Header("투사체")] public string m_projectile = "Projectile_ArcherSkill2Arrow"; [Header("발사 간격")] public float gaptime = 0.25f; List list_data = new List { new ProjectileData(),new ProjectileData(),new ProjectileData(),new ProjectileData(),new ProjectileData(), new ProjectileData(),new ProjectileData(), }; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.ShooterCenter; base.Set(_data); for (int i = 0; i < list_data.Count; i++) _data.Copy(list_data[i]); StartCoroutine(Co_Update()); } IEnumerator Co_Update() { InGameInfo.Ins.Show_Effect("Effect_BulletTarget", m_ProjecTileData.target, eEffectLocation.Mid, 1.5f); yield return new WaitForSeconds(1f); for (int i = 0; i < list_data.Count; i++) { ProjectileInfo.Ins.Shoot_Projectile(m_projectile, list_data[i], pb => { pb.m_Pierce = true; }); m_ProjecTileData.shooter.KnockBack(Time.deltaTime); yield return new WaitForSeconds(gaptime); } Off(true); } }