Files
Genesis_Unity/Assets/02_Scripts/Managers/Local/ItemEffectManager.cs

44 lines
1.4 KiB
C#

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<Health>(), 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);
}
}