using System.Collections; using UnityEngine; public class Skill_SpiritBless : ProjectileBase { [Header("스킬 유지 시간")] public float time = 10f; [Header("스킬 종료 시 이펙트")] public GameObject go_endEffect; public GameObject go_Effect; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.Custom; _data.v3_StartPos = _data.target.Get_position(); base.Set(_data); transform.eulerAngles = Vector3.zero; go_Effect.SetActive(true); go_endEffect.SetActive(false); StartCoroutine(Co_Update()); } private void Update() { if (!DSUtil.CheckNull(m_ProjectTileData.target)) transform.position = m_ProjectTileData.target.Get_position(); else Off(true); } IEnumerator Co_Update() { var t = time + (IsStep(1) ? Get_AwakenData(1, 1) : 0); var target = m_ProjectTileData.target; target.Buff_or_Debuff(eCC.ATK_Up, t, Get_DamageInfo().Damage); if (IsStep(2)) target.Buff_or_Debuff(eCC.ATKSPD_Up, t, Get_AwakenData(2, 1)); m_ProjectTileData.CC_AddVal1 = IsStep(3) ? Get_AwakenData(3, 1) : 0; yield return new WaitForSeconds(t); go_Effect.SetActive(false); go_endEffect.SetActive(true); yield return new WaitForSeconds(2f); Off(true); } }