using System.Collections; using TrailsFX.Demos; using UnityEngine; public class Skill_Whirlwind : ProjectileBase { [Header("지속시간")] public float lifeTime = 3f; [Header("히트 간격 (2배, 0.1이면 0.2)")] public float gapTime = 0.1f; public ProjectileHitChecker m_HitChecker; public override void Set(ProjectileData _data) { _data.LifeTime = lifeTime; base.Set(_data); transform.eulerAngles = Vector3.zero; StartCoroutine(Co_Update()); } IEnumerator Co_Update() { m_ProjecTileData.shooter.Set_JoystickStatus(2); m_HitChecker.gameObject.SetActive(false); while (m_ProjecTileData.LifeTime > 0f) { yield return new WaitForSeconds(gapTime); m_ProjecTileData.LifeTime -= gapTime; transform.position = m_ProjecTileData.shooter.Get_Center_position(); m_HitChecker.gameObject.SetActive(true); yield return new WaitForSeconds(gapTime); m_ProjecTileData.LifeTime -= gapTime; m_HitChecker.gameObject.SetActive(false); } Off(true); m_ProjecTileData.shooter.Set_JoystickStatus(3); m_ProjecTileData.shooter.Play_Idle(); } }