Project_WL/Assets/Script/Character/Projectile/Projectile/Projectile_MultiHitFollowSh...

39 lines
972 B
C#

using System.Collections;
using UnityEngine;
public class Projectile_MultiHitFollowShooter : ProjectileBase
{
[Header("히트박스")]
public Collider m_Collider;
[Header("다단히트 딜레이 시간")]
public float HitDelayTime = 0.5f;
public override void Set(ProjectileData _data)
{
base.Set(_data);
if (DSUtil.CheckNull(m_Collider)) m_Collider = GetComponent<Collider>();
StartCoroutine(Co_HitUpdate());
}
IEnumerator Co_HitUpdate()
{
while (m_LifeTime > 0f)
{
m_Collider.enabled = true;
yield return null;
m_Collider.enabled = false;
yield return new WaitForSeconds(HitDelayTime);
m_LifeTime -= HitDelayTime;
}
Off(true);
}
private void Update()
{
transform.position = m_ProjecTileData.shooter.Get_position();
if (m_ProjecTileData.shooter.IsDead())
Off(true);
}
}