41 lines
1.4 KiB
C#
41 lines
1.4 KiB
C#
using System.Collections;
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using UnityEngine;
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public class Skill_Frozen : ProjectileBase
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{
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public Vector3 originScale = Vector3.one * 0.5f;
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public Collider m_Coliider;
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SkillListTableData awaken3_skilldata = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.target.Get_position();
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base.Set(_data);
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transform.eulerAngles = Vector3.zero;
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transform.localScale = originScale + (originScale * (IsStep(1) ? Get_AwakenData(1, 1) : 0f));
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_data.CC_AddTime = IsStep(2) ? Get_AwakenData(2, 1) : 0;
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awaken3_skilldata.f_ExtraValue1 = Get_AwakenData(3, 1);
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awaken3_skilldata.f_ExtraValue2 = Get_AwakenData(3, 2);
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awaken3_skilldata.f_ExtraValue3 = Get_AwakenData(3, 3);
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act_afterFreezing = IsStep(3) ? hitter =>
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{
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var copydinfo = Get_DamageInfo();
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copydinfo.Set_Extra(eSkillExtraType.Frost);
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copydinfo.Beater_pd.m_SkillListTableData = awaken3_skilldata;
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hitter.Check_Extra(copydinfo);
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} : null;
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StartCoroutine(Co_Update());
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}
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IEnumerator Co_Update()
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{
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m_Coliider.enabled = true;
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yield return null;
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m_Coliider.enabled = false;
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yield return new WaitForSeconds(5f);
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Off(true);
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}
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} |