using System.Collections; using UnityEngine; public class Skill_VitalStrike : ProjectileBase { public GameObject go_effect; public Collider m_Collider; public override void Set(ProjectileData _data) { base.Set(_data); transform.position = _data.shooter.Get_Center_position(); StartCoroutine(Co_Update()); } IEnumerator Co_Update() { go_effect.SetActive(false); m_Collider.enabled = false; // 내 앞까지 끌어당기기 var targetpos = m_ProjecTileData.shooter.Get_PositionFoward(1f); var firstpos = m_ProjecTileData.target.Get_position(); m_ProjecTileData.target.Stop(true); float t = 0f; while (t < 1f) { yield return null; t += Time.deltaTime * 8f; m_ProjecTileData.target.Set_Warp(Vector3.Lerp(firstpos, targetpos, t)); } m_ProjecTileData.target.Set_Warp(targetpos); yield return new WaitForSeconds(0.75f); LookAt_Target(); go_effect.SetActive(true); m_Collider.enabled = true; if (!DSUtil.CheckNull(m_ProjecTileData.target)) m_ProjecTileData.target.Stop(false); yield return null; yield return null; m_Collider.enabled = false; yield return new WaitForSeconds(2f); Off(true); } }