using UnityEngine; public class Skill_FireBolt : ProjectileTest { [Header("폭파 범위")] public float explosionarea = 1.5f; [Header("폭파 데미지")] public float explosion_dmg = 0.25f; public override void Set(ProjectileData _data) { if (_data.eStartPos == eProjectileStartPos.None) _data.eStartPos = eProjectileStartPos.ShooterCenter; base.Set(_data); m_ProjectTileData.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Burn : eSkillExtraType.None; _data.Action_OnHit = hitter => { // 폭파 데미지 var area = explosionarea + (IsStep(1) ? Get_AwakenData(1, 1) : 0); var enemies = Get_Enemies(transform, area); if (enemies.Count > 0) { var dmg = explosion_dmg + (IsStep(2) ? Get_AwakenData(2, 1) : 0); DamageInfo dinfo = Get_DamageInfo(); dinfo.Damage *= dmg; for (int i = 0; i < enemies.Count; i++) enemies[i].Get_Damage(dinfo); } }; } }