using System.Collections; using UnityEngine; public class Skill_IceArrows : ProjectileBase { [Header("공중 높이")] public float m_height = 4f; [Header("피해 범위")] public float m_range = 1.5f; public override void Set(ProjectileData _data) { if (!DSUtil.CheckNull(_data.target)) { _data.v3_StartPos = _data.target.Get_Center_position() + Vector3.up * m_height; _data.eStartPos = eProjectileStartPos.Custom; _data.LookTarget = false; _data.SetSkillExtraType = false; _data.Speed = 7.5f; base.Set(_data); float range = m_range; if (IsStep(1)) { transform.localScale = Vector3.one * 2f; range += Get_AwakenData(2, 1); } _data.e_SkillExtraType = IsStep(2) ? eSkillExtraType.Slow : eSkillExtraType.None; _data.SetSkillExtraType = false; if (IsStep(3)) _data.CC_AddVal2 = Get_AwakenData(3, 1); StartCoroutine(Co_Move_Strait(eProjectileStrait.Down)); StartCoroutine(Co_IceArrows(range)); } else Off(); } IEnumerator Co_IceArrows(float range) { yield return new WaitForSeconds(0.5f); Show_HitEffect(false, null); if (!DSUtil.CheckNull(m_ProjectTileData.target)) { var enemies = Get_Enemies(m_ProjectTileData.target.transform, range); for (int i = 0; i < enemies.Count; i++) enemies[i].Get_Damage(Get_DamageInfo()); } Off(true); } }