using UnityEngine; public class SupporterActor : MonoBehaviour { public float MaxAttackCoolTime = 2f; public int Damage = 5; float attackCoolTime; ProjectileData m_PD = new ProjectileData(); private void OnEnable() { attackCoolTime = MaxAttackCoolTime; m_PD.IsPC = true; m_PD.Dmg = Damage; m_PD.m_Data = table_projectile.Ins.Get_Data(3201); } private void Update() { attackCoolTime -= Time.deltaTime; if (attackCoolTime < 0) { attackCoolTime = MaxAttackCoolTime; var mob = IngameMgr.Ins.FindNearestMob(transform.position, null); if (mob != null) { UpdateAngle(mob.transform.position); m_PD.tf_Start = transform; ProjectileMgr.Ins.Shoot_Projectile(m_PD); } } } void UpdateAngle(Vector2 targetWorldPos) { Vector2 dir = targetWorldPos - (Vector2)transform.position; if (dir.sqrMagnitude < 0.0001f) return; transform.up = dir.normalized; } }