using System.Collections; using UnityEngine; public class Skill_MultiShot : ProjectileBase { [Header("지속 시간")] public float lifetime = 10f; [Header("추가 화살 갯수")] public int addarrow = 2; [Header("데미지 감소량")] public double reducedmg = 0.2d; public override void Set(ProjectileData _data) { base.Set(_data); m_LifeTime = lifetime; _data.shooter.Buff_or_Debuff(eCC.MultiShot, m_LifeTime, reducedmg, addarrow); StartCoroutine(Co_Update()); } IEnumerator Co_Update() { while (m_LifeTime > 0f) { yield return null; m_LifeTime -= Time.deltaTime; transform.position = m_ProjecTileData.shooter.Get_Center_position(); } Off(true); } }