using System.Collections; using UnityEngine; public class Skill_StraightBurst : ProjectileBase { [Header("ij¸¯ÅÍ¿ÍÀÇ °Å¸®")] public float m_distance = 1.5f; public GameObject[] gos_effect, go_hiteffect; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Custom; _data.v3_StartPos = _data.shooter.Get_CenterPositionFoward(m_distance); base.Set(_data); LookAt_ShooterFoward(); DSUtil.InActivateGameObjects(gos_effect); DSUtil.InActivateGameObjects(go_hiteffect); StartCoroutine(Co_StraightBurst()); } IEnumerator Co_StraightBurst() { int count = 2 + (IsStep(1) ? (int)Get_AwakenData(1, 1) : 0) + (IsStep(3) ? (int)Get_AwakenData(3, 1) : 0); m_ProjecTileData.e_SkillExtraType = IsStep(2) ? eSkillExtraType.Knockback : eSkillExtraType.None; for (int i = 0; i < count; i++) { gos_effect[i].SetActive(true); yield return new WaitForSeconds(1.0f); gos_effect[i].SetActive(false); var enemies = Get_Enemies(gos_effect[i].transform, 2f); for (int j = 0; j < enemies.Count; j++) enemies[j].Get_Damage(Get_DamageInfo()); go_hiteffect[i].SetActive(true); } yield return new WaitForSeconds(5f); Off(); } }