using System.Collections; using UnityEngine; public class Skill_JumpAttack : ProjectileBase { public BoxCollider m_boxcollider; public Transform tf_size; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Custom; _data.v3_StartPos = _data.shooter.Get_PositionFoward(); //_data.v3_StartPos.y = 0.01f; base.Set(_data); m_boxcollider.size = Vector3.one * 3f; tf_size.localScale = Vector3.one; if (IsStep(1)) { var val = Get_AwakenData(1, 1); m_boxcollider.size += m_boxcollider.size * val; tf_size.localScale += tf_size.localScale * val; } var dinfo = Get_DamageInfo(); Set_ReduceCoolTime_byStep(2); _data.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Stun : eSkillExtraType.None; StartCoroutine(Co_Update()); } IEnumerator Co_Update() { m_boxcollider.enabled = true; yield return null; yield return null; m_boxcollider.enabled = false; yield return new WaitForSeconds(4f); Off(true); } }