using System.Collections; using UnityEngine; public class Skill_ShadowSlash : ProjectileBase { public Projectile_StopAndColliderControl go_effect; public GameObject go_invisibleEffect; public override void Set(ProjectileData _data) { go_effect.gameObject.SetActive(false); base.Set(_data); OptionInfo.Ins.Set_PCMove(_data.shooter, false); _data.shooter.Set_CurAnim(eAnim.Skill); Show_InvisibleEffect(); //_data.shooter.Jump(2.1f, 1f, 10f, 1f, () => _data.shooter.Set_Invisible(2.1f, () => { OptionInfo.Ins.Set_PCMove(_data.shooter, true); _data.shooter.Play_Idle(); if (!DSUtil.CheckNull(_data.target)) _data.shooter.Set_Warp(_data.target.Get_PositionBack(1.5f)); Show_InvisibleEffect(); }); StartCoroutine(Co_Update()); StartCoroutine(Co_Off(4f)); } void Show_InvisibleEffect() { go_invisibleEffect.SetActive(false); go_invisibleEffect.SetActive(true); go_invisibleEffect.transform.position = m_ProjecTileData.shooter.Get_position(); MyValue.m_RealCamera.RotateCam_TargetBack(); } IEnumerator Co_Update() { yield return new WaitForSeconds(0.5f); go_effect.gameObject.SetActive(true); go_effect.Set(m_ProjecTileData); go_effect.transform.position = m_ProjecTileData.shooter.Get_CenterPositionFoward(1.5f); } }