using System.Collections; using UnityEngine; public class Skill_DarkAmbush : ProjectileBase { public Projectile_StopAndColliderControl colliderControl; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Shooter; base.Set(_data); transform.eulerAngles = Vector3.zero; StartCoroutine(Co_Update()); } IEnumerator Co_Update() { colliderControl.gameObject.SetActive(false); colliderControl.Set(m_ProjecTileData); m_ProjecTileData.shooter.Set_Invisible(1.5f, null); MyValue.m_RealCamera.Set_TopView(m_ProjecTileData.shooter); yield return new WaitForSeconds(0.25f); colliderControl.gameObject.SetActive(true); yield return new WaitForSeconds(1.75f); MyValue.m_RealCamera.Set_TopView(null); Off(true); } protected override void Off(bool forceoff = false, bool showtimeovereffect = true) { base.Off(forceoff, showtimeovereffect); if (isProjectiledata && !DSUtil.CheckNull(m_ProjecTileData.shooter)) m_ProjecTileData.shooter.Play_Idle(); } }