diff --git a/Assets/Script/InGame/Projectile/Projectile.cs b/Assets/Script/InGame/Projectile/Projectile.cs index 2db7506..3f6c956 100644 --- a/Assets/Script/InGame/Projectile/Projectile.cs +++ b/Assets/Script/InGame/Projectile/Projectile.cs @@ -207,30 +207,37 @@ public class Projectile : MonoBehaviour void Check_Hit(Collider2D collision) { - if (!string.IsNullOrEmpty(m_ProjectileData.m_Data.s_HitEffect)) - EffectMgr.Ins.Show_Effect(m_ProjectileData.m_Data.s_HitEffect, transform.position); - if (m_ProjectileData.IsPC) { switch(collision.tag) { case "Mob": + Show_Hit_Effect(); collision.GetComponent().Get_Dmg(m_ProjectileData); Spawn_LeftRight(collision.transform); Spawn_UpDown(collision.transform); Spawn_Bounce(collision.GetComponent()); break; - case "MobShield": collision.GetComponent().Get_Dmg(); break; + case "MobShield": + Show_Hit_Effect(); + collision.GetComponent().Get_Dmg(); + break; } } else { if (collision.tag == "Wall_HP") { + Show_Hit_Effect(); IngameMgr.Ins.Get_Dmg(m_ProjectileData.Dmg); } } } + void Show_Hit_Effect() + { + if (!string.IsNullOrEmpty(m_ProjectileData.m_Data.s_HitEffect)) + EffectMgr.Ins.Show_Effect(m_ProjectileData.m_Data.s_HitEffect, transform.position); + } public void SetDirection(Vector2 direction) {