41 lines
1.3 KiB
C#
41 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_Star : ProjectileBase
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{
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public override void Set(ProjectileData _data)
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{
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base.Set(_data);
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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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var damagerate = table_selectskill.Ins.Get_Data(eEffect.Select_Star);
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float circleR = 1.5f; //반지름
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float deg = 360f / 32f; //각도
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while (true)
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{
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for (int i = 0; i < 32; i++)
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{
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var rad = Mathf.Deg2Rad * deg * i;
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var x = circleR * Mathf.Sin(rad);
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var z = circleR * Mathf.Cos(rad);
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var pos = m_ProjecTileData.shooter.Get_Center_position() + new Vector3(x, 2f, z);
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ProjectileInfo.Ins.Shoot_Projectile("ProjectileStar", m_ProjecTileData.shooter, null, damagerate.ValueBase, pos);
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//InGameInfo.Ins.Show_Effect(eEffect.ProjectileStarFlash, pos);
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yield return new WaitForSeconds(0.05f);
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}
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yield return new WaitForSeconds(5f);
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}
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}
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Vector3 Get_CirclePoint(float theta, float radius, float y, Vector3 pos)
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{
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return new Vector3(Mathf.Cos(theta) * radius + pos.x, y, Mathf.Sin(theta) * radius + pos.z);
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}
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} |