/// <summary>
    /// 딜레이 후 마법 시전
    /// </summary>
    /// <param name="targetPos">타겟 위치</param>
    /// <returns></returns>
    IEnumerator ThrowDelay(/*Vector3 targetPos, */ int damage)
    {
        yield return(new WaitForSeconds(THROW_DELAY_TIME));

        GameObject go = GameManager.Instance.GetCurrentSceneManager <InGameSceneManager>().EffectManager.Generate(EffectManager.VENOM_SPEAR_FILE_PATH, target.transform.position /*targetPos*/);

        if (go != null)
        {
            ContinuousDamage continuousDamage = go.GetComponent <ContinuousDamage>();
            if (continuousDamage != null)
            {
                continuousDamage.Set(damage, this);
            }
        }
    }
 public ContinuousDamage(ContinuousDamage cd) : base(cd)
 {
     damagePerSecond = cd.damagePerSecond;
     damageType      = cd.damageType;
 }