46 lines
1.3 KiB
C#
46 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_BodyonFire : ProjectileBase
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{
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public GameObject go_Child;
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float DagameTime, FireTime, DamageRate;
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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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DagameTime = 0.2f;
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FireTime = 5f;
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m_ProjecTileData.AddDmgPercent = table_selectskill.Ins.Get_Data(eEffect.Select_BodyonFire).ValueBase;
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}
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private void Update()
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{
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FireTime -= Time.deltaTime;
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if (FireTime > 0f)
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{
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DagameTime -= Time.deltaTime;
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if (DagameTime <= 0f)
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{
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DagameTime = 0.2f;
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var enemies = Get_Enemies(transform, 2.5f);
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for (int i = 0; i < enemies.Count; i++)
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enemies[i].Get_Damage(m_ProjecTileData.shooter.Get_DamageInfo(m_ProjecTileData));
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}
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}
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else
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{
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if (go_Child.activeInHierarchy) go_Child.SetActive(false);
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if (FireTime <= -5f)
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{
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DagameTime = 0.2f;
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FireTime = 5f;
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go_Child.SetActive(true);
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}
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}
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transform.position = m_ProjecTileData.shooter.Get_position();
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}
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} |