using System.Collections; 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_HitChecker.gameObject.SetActive(false); while (m_ProjectTileData.LifeTime > 0f) { yield return new WaitForSeconds(gapTime); transform.position = m_ProjectTileData.shooter.Get_Center_position(); m_HitChecker.gameObject.SetActive(true); yield return new WaitForSeconds(gapTime); m_HitChecker.gameObject.SetActive(false); } Off(true); // 캐릭터 idle로 만들기 } }