/// <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; }