using System.Collections; using System.Collections.Generic; using UnityEngine; public class Select_BodyonFire : ProjectileBase { public GameObject go_Child; float DagameTime, FireTime, DamageRate; public override void Set(ProjectileData _data) { base.Set(_data); DagameTime = 0.2f; FireTime = 5f; m_ProjecTileData.AddDmgPercent = table_selectskill.Ins.Get_Data(eEffect.Select_BodyonFire).ValueBase; } private void Update() { FireTime -= Time.deltaTime; if (FireTime > 0f) { DagameTime -= Time.deltaTime; if (DagameTime <= 0f) { DagameTime = 0.2f; var enemies = Get_Enemies(transform, 2.5f); for (int i = 0; i < enemies.Count; i++) enemies[i].Get_Damage(m_ProjecTileData.shooter.Get_DamageInfo(m_ProjecTileData)); } } else { if (go_Child.activeInHierarchy) go_Child.SetActive(false); if (FireTime <= -5f) { DagameTime = 0.2f; FireTime = 5f; go_Child.SetActive(true); } } transform.position = m_ProjecTileData.shooter.Get_position(); } }