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

39 lines
1.4 KiB
C#

using System.Collections;
using UnityEngine;
public class Skill_Berserk : ProjectileBase
{
[Header("치명타 확률 증가량")]
public float cri = 0.2f;
[Header("공격속도 증가량")]
public float attackspeed = 0.3f;
[Header("방어력 감소량")]
public int defdown = 10;
[Header("마법저항력 감소량")]
public int mdefdown = 10;
public override void Set(ProjectileData _data)
{
base.Set(_data);
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
var time = m_ProjectTileData.Get_SkillDamagePercent();
if (time <= 0f) time = 5f; // TODO 정인호 : 테스트
// 이펙트
InGameInfo.Ins.Show_Effect("Effect_Howling", m_ProjectTileData.target.Get_Center_position());
InGameInfo.Ins.Show_Effect("Effect_Berserk", m_ProjectTileData.target, eEffectLocation.Mid, time);
// 커짐
m_ProjectTileData.target.Set_ScaleControl(false);
m_ProjectTileData.target.Buff_or_Debuff(eCC.Cri_Up, time, cri);
m_ProjectTileData.target.Buff_or_Debuff(eCC.ATK_Up, time, attackspeed);
m_ProjectTileData.target.Buff_or_Debuff(eCC.DEF_Down, time, defdown);
m_ProjectTileData.target.Buff_or_Debuff(eCC.M_DEF_Down, time, mdefdown);
// Off & 원래대로 돌아오기
yield return new WaitForSeconds(time);
m_ProjectTileData.target.Set_ScaleControl(true);
Off(true);
}
}