using System.Collections; using System.Threading.Tasks; using Unity.VisualScripting; using UnityEngine; using UnityEngine.SceneManagement; public class ItemEffectManager : MonoBehaviour { public void OnSceneLoaded(Scene scene, LoadSceneMode mode) { } public void ItemUse(ItemInstance item) { if(item.Data.ItemEffectType == ItemEffectType.INTERVAL_DAMAGE) { IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual); } } public void IntervalDamageHealthEffect(Health health,float damage,float time,GameObject itemEffectVisual) { IntervalDamage(health, damage,time, itemEffectVisual); } //일정 시간 동안 틱대미지 일으키는 함수 public async void IntervalDamage(Health health, float damage,float time, GameObject itemEffectVisual) { GameObject fx_Visual = Instantiate(itemEffectVisual, health.transform); // health의 자식으로 이펙트 생성 fx_Visual.transform.localPosition = new Vector3(0, 1.5f, 0); float tickDamage = damage / time; while(time <=0) { health.ChangeHP(Mathf.FloorToInt(tickDamage)); //소수점 전부 버림 if (health.CurrentHP <= 0) break; time--; await Task.Yield(); } Destroy(fx_Visual); } }