Project_WL/Assets/Script/Character/Projectile/SelectSkill/Select_Bottle.cs

39 lines
1.3 KiB
C#

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