using UnityEngine; public class Skill_DarkAmbush : ProjectileBase { public Projectile_StopAndColliderControl colliderControl; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.TargetCenter; base.Set(_data); transform.eulerAngles = Vector3.zero; colliderControl.Set(_data); _data.shooter.Set_Invisible(1.5f, null); StartCoroutine(Co_Off(2f)); } protected override void Off(bool forceoff = false) { base.Off(forceoff); if (!DSUtil.CheckNull(m_ProjectTileData) && !DSUtil.CheckNull(m_ProjectTileData.shooter)) m_ProjectTileData.shooter.Play_Idle(); } }