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

41 lines
1.4 KiB
C#

using System.Collections;
using UnityEngine;
public class Skill_Frozen : ProjectileBase
{
public Vector3 originScale = Vector3.one * 0.5f;
public Collider m_Coliider;
SkillListTableData awaken3_skilldata = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.Custom;
_data.v3_StartPos = _data.target.Get_position();
base.Set(_data);
transform.eulerAngles = Vector3.zero;
transform.localScale = originScale + (originScale * (IsStep(1) ? Get_AwakenData(1, 1) : 0f));
_data.CC_AddTime = IsStep(2) ? Get_AwakenData(2, 1) : 0;
awaken3_skilldata.f_ExtraValue1 = Get_AwakenData(3, 1);
awaken3_skilldata.f_ExtraValue2 = Get_AwakenData(3, 2);
awaken3_skilldata.f_ExtraValue3 = Get_AwakenData(3, 3);
act_afterFreezing = IsStep(3) ? hitter =>
{
var copydinfo = Get_DamageInfo();
copydinfo.Set_Extra(eSkillExtraType.Frost);
copydinfo.Beater_pd.m_SkillListTableData = awaken3_skilldata;
hitter.Check_Extra(copydinfo);
} : null;
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
m_Coliider.enabled = true;
yield return null;
m_Coliider.enabled = false;
yield return new WaitForSeconds(5f);
Off(true);
}
}