using System.Collections; using System.Collections.Generic; using UnityEngine; public class Skill_EnergyBall : ProjectileBase { [Header("에너지볼 프리팹")] public string projectile = "Projectile_EnergyBall"; [Header("에너지볼 생성 갯수")] public int amount = 5; [Header("에너지볼 생성 간격")] public float gapTime = 0.1f; public override void Set(ProjectileData _data) { base.Set(_data); _data.v3_StartPos = _data.shooter.Get_position(); StartCoroutine(Co_Shoot()); } IEnumerator Co_Shoot() { var count = amount; if (IsStep(1)) count += (int)Get_AwakenData(1, 1); if (IsStep(2)) count += (int)Get_AwakenData(2, 1); if (IsStep(3)) count += (int)Get_AwakenData(3, 1); while (count > 0) { ProjectileInfo.Ins.Shoot_Projectile(projectile, m_ProjectTileData); --count; yield return new WaitForSeconds(gapTime); } Off(); } }