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

51 lines
1.4 KiB
C#

using System.Collections;
using UnityEngine;
public class Skill_ShadowSlash : ProjectileBase
{
public Projectile_StopAndColliderControl go_effect;
public GameObject go_invisibleEffect;
public override void Set(ProjectileData _data)
{
go_effect.gameObject.SetActive(false);
base.Set(_data);
OptionInfo.Ins.Set_PCMove(_data.shooter, false);
_data.shooter.Set_CurAnim(eAnim.Skill);
Show_InvisibleEffect();
//_data.shooter.Jump(2.1f, 1f, 10f, 1f, () =>
_data.shooter.Set_Invisible(2.1f, () =>
{
OptionInfo.Ins.Set_PCMove(_data.shooter, true);
_data.shooter.Play_Idle();
if (!DSUtil.CheckNull(_data.target))
_data.shooter.Set_Warp(_data.target.Get_PositionBack(1.5f));
Show_InvisibleEffect();
});
StartCoroutine(Co_Update());
StartCoroutine(Co_Off(4f));
}
void Show_InvisibleEffect()
{
go_invisibleEffect.SetActive(false);
go_invisibleEffect.SetActive(true);
go_invisibleEffect.transform.position = m_ProjecTileData.shooter.Get_position();
MyValue.m_RealCamera.RotateCam_TargetBack();
}
IEnumerator Co_Update()
{
yield return new WaitForSeconds(0.5f);
go_effect.gameObject.SetActive(true);
go_effect.Set(m_ProjecTileData);
go_effect.transform.position = m_ProjecTileData.shooter.Get_CenterPositionFoward(1.5f);
}
}