Project_WL/Assets/Script/Character/Projectile/Skill/Skill_IceArrows.cs

54 lines
1.6 KiB
C#

using System.Collections;
using UnityEngine;
public class Skill_IceArrows : ProjectileBase
{
[Header("공중 높이")]
public float m_height = 4f;
[Header("피해 범위")]
public float m_range = 1.5f;
public override void Set(ProjectileData _data)
{
if (!DSUtil.CheckNull(_data.target))
{
_data.v3_StartPos = _data.target.Get_Center_position() + Vector3.up * m_height;
_data.eStartPos = eProjectileStartPos.Custom;
_data.LookTarget = false;
_data.SetSkillExtraType = false;
_data.Speed = 7.5f;
base.Set(_data);
float range = m_range;
if (IsStep(1))
{
transform.localScale = Vector3.one * 2f;
range += Get_AwakenData(2, 1);
}
_data.e_SkillExtraType = IsStep(2) ? eSkillExtraType.Slow : eSkillExtraType.None;
_data.SetSkillExtraType = false;
if (IsStep(3))
_data.CC_AddVal2 = Get_AwakenData(3, 1);
StartCoroutine(Co_Move_Strait(eProjectileStrait.Down));
StartCoroutine(Co_IceArrows(range));
}
else
Off();
}
IEnumerator Co_IceArrows(float range)
{
yield return new WaitForSeconds(0.5f);
Show_HitEffect(false, null);
if (!DSUtil.CheckNull(m_ProjecTileData.target))
{
var enemies = Get_Enemies(m_ProjecTileData.target.transform, range);
for (int i = 0; i < enemies.Count; i++)
enemies[i].Get_Damage(Get_DamageInfo());
}
Off(true);
}
}