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

50 lines
1.8 KiB
C#

using CodeStage.AntiCheat.ObscuredTypes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Select_LeafFairy : ProjectileBase
{
public override void Set(ProjectileData _data)
{
base.Set(_data);
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
Vector3 randomPos = Vector3.up + Vector3.right * 1.5f;
ObscuredFloat DamageRate = table_selectskill.Ins.Get_Data(eEffect.Select_LeafFairy).ValueBase;
DamageRate.RandomizeCryptoKey();
ObscuredInt FairyCount = 1;
FairyCount.RandomizeCryptoKey();
while (true)
{
yield return new WaitForSeconds(1f);
if (FairyCount == 1)
{
FairyCount = Get_FairyCount(eEffect.Select_LeafFairy2);
if (FairyCount > 1)
FairyCount.RandomizeCryptoKey();
}
for (int i = 0; i < FairyCount; i++)
{
var pos = randomPos + Random.insideUnitSphere;
transform.position = m_ProjectTileData.shooter.Get_Center_position() + pos;
var mobs = ActorInfo.Ins.Get_EnemyActors(m_ProjectTileData.shooter.IsEnemy(),
m_ProjectTileData.shooter.Get_position(), 0f, eAttackType.Physics);
if (mobs.Count > 0)
{
var mob = mobs[Random.Range(0, mobs.Count)];
//var leafflash = InGameInfo.Ins.Show_Effect(eEffect.LeafFlash, transform.position);
//leafflash.transform.LookAt(mob.transform);
//ProjectileInfo.Ins.Shoot_Projectile("LeafBullet", m_ProjectTileData.actor_shooter, mob, DamageRate, transform.position);
yield return new WaitForSeconds(0.1f);
}
}
}
}
}