using System.Collections; using UnityEngine; public class Skill_Frozen : ProjectileBase { public Vector3 originScale = Vector3.one * 0.5f; public Collider m_Coliider; SkillListTableData awaken3_skilldata = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f }; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Custom; _data.v3_StartPos = _data.target.Get_position(); base.Set(_data); transform.eulerAngles = Vector3.zero; transform.localScale = originScale + (originScale * (IsStep(1) ? Get_AwakenData(1, 1) : 0f)); _data.CC_AddTime = IsStep(2) ? Get_AwakenData(2, 1) : 0; awaken3_skilldata.f_ExtraValue1 = Get_AwakenData(3, 1); awaken3_skilldata.f_ExtraValue2 = Get_AwakenData(3, 2); awaken3_skilldata.f_ExtraValue3 = Get_AwakenData(3, 3); act_afterFreezing = IsStep(3) ? hitter => { var copydinfo = Get_DamageInfo(); copydinfo.Set_Extra(eSkillExtraType.Frost); copydinfo.Beater_pd.m_SkillListTableData = awaken3_skilldata; hitter.Check_Extra(copydinfo); } : null; StartCoroutine(Co_Update()); } IEnumerator Co_Update() { m_Coliider.enabled = true; yield return null; m_Coliider.enabled = false; yield return new WaitForSeconds(5f); Off(true); } }