using UnityEngine; [RequireComponent(typeof(BoxCollider))] public class Projectile_JustFoward : ProjectileBase { float yPos; public override void Set(ProjectileData _data) { base.Set(_data); yPos = _data.shooter.Get_Center_position().y; //transform.LookAt(_data.actor_shooter.transform.position + _data.actor_shooter.transform.forward * 10f); if (!DSUtil.CheckNull(_data.target)) { var lookpos = new Vector3(_data.target.Get_position().x, yPos, _data.target.Get_position().z); transform.LookAt(lookpos); } else m_LifeTime = 0f; } private void Update() { transform.Translate(m_ProjecTileData.Speed * Time.deltaTime * Vector3.forward); transform.position = new Vector3(transform.position.x, yPos, transform.position.z); m_LifeTime -= Time.deltaTime; if (m_LifeTime <= 0f) Off(true); } }