using System.Collections; using UnityEngine; public class Projectile_Keepmove : ProjectileBase { public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Shooter; transform.localScale = _data.shooter.transform.localScale; base.Set(_data); transform.LookAt(_data.target.Get_position()); StartCoroutine(Co_Move()); } IEnumerator Co_Move() { while (m_ProjecTileData.LifeTime > 0f) { transform.Translate(m_ProjecTileData.Speed * Time.deltaTime * Vector3.forward); yield return null; m_ProjecTileData.LifeTime -= Time.deltaTime; } var anim = GetComponent(); if (anim != null) { anim.Play("die"); yield return new WaitForSeconds(anim["die"].length); Off(); } else Off(); } }