Project_WL/Assets/Script/Character/Projectile/Skill/Skill_BlackHole.cs

68 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Skill_BlackHole : ProjectileBase
{
[Header("블랙홀 생성 시간")]
public float lifetime = 3f;
[Header("블랙홀 범위")]
public float range = 5f;
[Header("블랙홀 데미지 간격")]
public float damagegap = 0.2f;
float m_DagmaeGap;
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.Custom;
_data.v3_StartPos = _data.target.Get_Center_position();
base.Set(_data);
m_LifeTime = lifetime;
m_DagmaeGap = damagegap;
var skillid = m_ProjecTileData.m_SkillListTableData.n_SkillID;
if (IsStep(1))
{
range += Get_AwakenData(1, 1);
m_LifeTime += Get_AwakenData(1, 2);
}
var StunTime = IsStep(2) ? Get_AwakenData(2, 1) : 0f;
if (IsStep(3))
{
range += Get_AwakenData(3, 1);
m_DagmaeGap -= Get_AwakenData(3, 2);
}
StartCoroutine(Co_BlackHole(StunTime));
}
IEnumerator Co_BlackHole(float StunTime)
{
while (m_LifeTime > 0f)
{
Attack_Enemies(Get_Enemies(transform, range), 0f);
yield return new WaitForSeconds(m_DagmaeGap);
m_LifeTime -= m_DagmaeGap;
}
yield return new WaitForSeconds(0.5f);
Attack_Enemies(Get_Enemies(transform, range), StunTime);
Off();
}
void Attack_Enemies(List<Actor> enemies, float StunTime)
{
for (int j = 0; j < enemies.Count; j++)
{
if (DSUtil.CheckNull(enemies[j])) continue;
if (j >= enemies.Count) break;
enemies[j].Attract(transform.position);
if (StunTime > 0f) enemies[j].Stun(StunTime, true);
enemies[j].Get_Damage(Get_DamageInfo());
Show_HitEffect(true, enemies[j]);
}
}
}