using UnityEngine; public class Skill_Heal : ProjectileBase { public override void Set(ProjectileData _data) { _data.SetSkillExtraType = false; _data.e_SkillExtraType = eSkillExtraType.None; _data.eStartPos = eProjectileStartPos.Custom; var pos = _data.target.Get_position(); _data.v3_StartPos = new Vector3(pos.x, 0f, pos.z); _data.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(eSkillExtraType.Cure); _data.Copy(m_ProjecTileData); _data.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Cure : eSkillExtraType.None; base.Set(_data); transform.eulerAngles = Vector3.zero; if (IsStep(1)) Set_ReduceCoolTime_byStep(1); var healinfo = Get_DamageInfo(false, false); healinfo.Damage += healinfo.Damage * (IsStep(2) ? Get_AwakenData(2, 1) : 0); m_ProjecTileData.target.Check_Extra(healinfo); m_ProjecTileData.target.Heal(healinfo.Damage); StartCoroutine(Co_Off(2.5f)); } }