using System.Collections; using UnityEngine; public class Skill_VitalStrike : ProjectileBase { public GameObject go_effect; public override void Set(ProjectileData _data) { base.Set(_data); transform.position = _data.shooter.Get_Center_position(); transform.eulerAngles = Vector3.zero; StartCoroutine(Co_Update()); } IEnumerator Co_Update() { go_effect.SetActive(false); m_ProjecTileData.Action_OnHit = hitter => { hitter.Stop(false); }; // 흡혈? // 내 앞까지 끌어당기기 var targetpos = m_ProjecTileData.shooter.Get_PositionFoward(); 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(0.5f); go_effect.SetActive(true); yield return new WaitForSeconds(0.2f); Off(true); } }