using System.Collections; using UnityEngine; public class Skill_ExplosionArea : ProjectileBase { [Header("스킬 판정 범위")] public float area = 4f; public override void Set(ProjectileData _data) { _data.eStartPos = eProjectileStartPos.ShooterCenter; base.Set(_data); transform.eulerAngles = new Vector3(90f, 0f); Set_ReduceCoolTime_byStep(1); StartCoroutine(Co_ExplosionArea()); } IEnumerator Co_ExplosionArea() { var explosionarea = area + (IsStep(2) ? Get_AwakenData(2, 1) : 0f); yield return null; var enemies = Get_Enemies(); var knockCount = 0; for (int i = 0; i < enemies.Count; i++) { if (Vector3.Distance(transform.position, enemies[i].Get_position()) <= area) { ++knockCount; enemies[i].Get_Damage(Get_DamageInfo()); if (IsStep(3)) enemies[i].Stun_AfterKnockBack(Get_AwakenData(3, 1)); } } if (knockCount >= 15) ServerInfo.Ins.m_ServerData.Add_TitleCondition(63); // 칭호 : 접근금지명령 yield return new WaitForSeconds(1f); Off(); } }