public override void Action() { base.Action(); this.unit.StartCoroutine(SkillUtility.FireProjectile_CircularSector( this.unit, this.firePivot.position, this.info.power, this.info.lifeTime, this.info.bulletCount, 360, this.info.fireCount, this.info.cycle, true, SoundKeys.EFFECT_DEFAULT_ATTACK)); }
public override void OnStartAttackEvent(int index) { base.OnStartAttackEvent(index); switch (this.attackType) { case DefaultAttackType.Melee: SkillUtility.SimpleRangeDamage(this, this._firePivot.position, 1.5f, this.unitSide, this.defaultDamage, PrefabPath.Particle.FireHit, SoundKeys.EFFECT_HIT_SOUND); SoundManager.inst.PlaySound(SoundKeys.EFFECT_PUNCH, this._firePivot.position); break; case DefaultAttackType.ParabolaBomb: { //타겟이 없으면 안쏨 if ((this.controller as SimpleAIController).target == null) { return; } // 불릿 생성후 발사 var bullet = ObjectPoolManager.inst.Get <BombBullet>(PrefabPath.Projectile.BombBullet); bullet.transform.position = this._firePivot.transform.position; // 불릿 초기화 및 발사 bullet.Init(this, 1, 10); bullet.range = 1; bullet.FireParabola((this.controller as SimpleAIController).target.transform.position); } break; case DefaultAttackType.CircularSector: SoundManager.inst.PlaySound(SoundKeys.EFFECT_DEFAULT_ATTACK, this._firePivot.position); StartCoroutine(SkillUtility.FireProjectile_CircularSector(this, this._firePivot.position, 3, 3, 3, 90, 1, 0.5f)); break; default: break; } }