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