using System.Collections; using UnityEngine; public class Skill_Heal : ProjectileBase { public override void Set(ProjectileData _data) { _data.SetSkillExtraType = false; _data.e_SkillExtraType = eSkillExtraType.None; base.Set(_data); transform.eulerAngles = Vector3.zero; _data.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(eSkillExtraType.Cure); if (IsStep(1)) Set_ReduceCoolTime_byStep(1); m_ProjectTileData.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Cure : eSkillExtraType.None; var healinfo = Get_DamageInfo(); healinfo.Damage += healinfo.Damage * (IsStep(2) ? Get_AwakenData(2, 1) : 0); m_ProjectTileData.target.Check_Extra(healinfo); m_ProjectTileData.target.Heal(healinfo.Damage); StartCoroutine(Co_Off()); } IEnumerator Co_Off() { yield return new WaitForSeconds(5f); Off(); } }