using System.Collections; using UnityEngine; public class Skill_ExplosionArea : ProjectileBase { [Header("스킬 판정 범위")] public BoxCollider m_Collider; bool isStep3; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Custom; _data.v3_StartPos = _data.shooter.Get_position(); base.Set(_data); transform.eulerAngles = Vector3.zero; Set_ReduceCoolTime_byStep(1); isStep3 = IsStep(3); StartCoroutine(Co_ExplosionArea()); } IEnumerator Co_ExplosionArea() { m_Collider.size = Vector3.one * 4f; if (IsStep(2)) m_Collider.size = Vector3.one * (4f + Get_AwakenData(2, 1)); m_Collider.enabled = false; yield return new WaitForSeconds(2.8f); m_Collider.enabled = true; yield return new WaitForSeconds(0.05f); m_Collider.enabled = false; yield return new WaitForSeconds(0.5f); Off(true); } public override bool ProcessCollider(Collider other, bool Off_byHit = true) { if (base.ProcessCollider(other, Off_byHit)) { if (isStep3) other.GetComponent().Stun_AfterKnockBack(Get_AwakenData(3, 1)); return true; } return false; } }