39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Select_Bottle : ProjectileBase
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{
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public Bottle[] arr_Bottle;
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public override void Set(ProjectileData _data)
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{
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_data.IsRandomPos = true;
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base.Set(_data);
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//m_ProjectTileData.SkillDamage = table_selectskill.Ins.Get_Data(eEffect.Select_Bottle).ValueBase;
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StartCoroutine(Co_Bottle());
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}
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IEnumerator Co_Bottle()
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{
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for (int i = 0; i < arr_Bottle.Length; i++)
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arr_Bottle[i].gameObject.SetActive(false);
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while (true)
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{
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if (m_ProjecTileData.shooter.IsDead()) break;
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yield return new WaitForSeconds(4f);
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m_ProjecTileData.target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(m_ProjecTileData.shooter.IsEnemy(), m_ProjecTileData.shooter.Get_position());
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if (m_ProjecTileData.target)
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{
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m_ProjecTileData.v3_StartPos = m_ProjecTileData.target.Get_position();
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if (Vector3.Distance(m_ProjecTileData.target.Get_position(), m_ProjecTileData.shooter.Get_position()) < 15f)
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for (int i = 0; i < arr_Bottle.Length; i++)
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arr_Bottle[i].Set(m_ProjecTileData);
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}
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}
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Off(true);
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}
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} |