using System.Collections; using UnityEngine; public class Skill_ShieldAttack : ProjectileBase { public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Custom; _data.v3_StartPos = _data.shooter.Get_CenterPositionFoward(); base.Set(_data); if (IsStep(1)) m_ProjecTileData.CC_AddTime = Get_AwakenData(1, 1); if (IsStep(2)) m_ProjecTileData.CC_AddDmg = Get_AwakenData(2, 1); Set_ReduceCoolTime_byStep(3); m_ProjecTileData.target.Get_Damage(Get_DamageInfo(true)); StartCoroutine(Co_Update()); } IEnumerator Co_Update() { yield return new WaitForSeconds(1f); Off(true); } }