using System.Collections; using UnityEngine; public class Skill_Berserk : ProjectileBase { [Header("치명타 확률 증가량")] public float cri = 0.2f; [Header("공격속도 증가량")] public float attackspeed = 0.3f; [Header("방어력 감소량")] public int defdown = 10; [Header("마법저항력 감소량")] public int mdefdown = 10; public override void Set(ProjectileData _data) { base.Set(_data); StartCoroutine(Co_Update()); } IEnumerator Co_Update() { var time = m_ProjectTileData.Get_SkillDamagePercent(); if (time <= 0f) time = 5f; // TODO 정인호 : 테스트 // 이펙트 InGameInfo.Ins.Show_Effect("Effect_Howling", m_ProjectTileData.target.Get_Center_position()); InGameInfo.Ins.Show_Effect("Effect_Berserk", m_ProjectTileData.target, eEffectLocation.Mid, time); // 커짐 m_ProjectTileData.target.Set_ScaleControl(false); m_ProjectTileData.target.Buff_or_Debuff(eCC.Cri_Up, time, cri); m_ProjectTileData.target.Buff_or_Debuff(eCC.ATK_Up, time, attackspeed); m_ProjectTileData.target.Buff_or_Debuff(eCC.DEF_Down, time, defdown); m_ProjectTileData.target.Buff_or_Debuff(eCC.M_DEF_Down, time, mdefdown); // Off & 원래대로 돌아오기 yield return new WaitForSeconds(time); m_ProjectTileData.target.Set_ScaleControl(true); Off(true); } }