IEnumerator EffectAirborne() { if (gameObject != null) { DamageText(CrowdControlType.Airborne.ToString(), Vector3.one, Color.white, DamageNumberSprite.MovementType.FloatingUp); CrowdControl(CrowdControlType.Airborne, true); Parabola parabola = new Parabola(gameObject, 8, 0f, 90*Mathf.Deg2Rad, 1); while(parabola.Update()) { yield return null; } m_buffEffects[(int)DamageDesc.BuffType.Airborne].m_run = false; CrowdControl(CrowdControlType.Airborne, false); } }