using System.Collections; using UnityEngine; public class Skill_SpinSlash : Projectile_StopAndColliderControl { [Header("처음 이동 속도")] public float m_firstspeed = 4f; [Header("이동 속도")] public float m_speed = 2f; bool hitStart; public override void Set(ProjectileData _data) { hitStart = false; _data.eStartPos = eProjectileStartPos.ShooterCenter; _data.Action_OnHit = hitter => { hitStart = true; hitter.Attract(transform.position); }; base.Set(_data); LookAt_ShooterFoward(); StartCoroutine(Co_Update()); act_End = () => { Off(true); }; } IEnumerator Co_Update() { while (!hitStart) { yield return null; if (DSUtil.CheckNull(m_ProjecTileData.target)) break; transform.position = Vector3.MoveTowards(transform.position, m_ProjecTileData.target.Get_position(), m_firstspeed * Time.deltaTime); } while (true) { yield return null; if (DSUtil.CheckNull(m_ProjecTileData.target)) break; transform.position = Vector3.MoveTowards(transform.position, m_ProjecTileData.target.Get_position(), m_speed * Time.deltaTime); } } }