플라워 드라이어드 스킬1
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@ -1540,16 +1540,17 @@ public class Actor : MyCoroutine
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#endregion
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#region 상태이상 : 도트 힐
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Coroutine co_dotheal;
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public void DotHeal(double lifetime, float gaptime, double healhp, double healmp)
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public void DotHeal(double lifetime, float gaptime, double healhp, double healmp, string effect = "")
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{
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if (healhp < 1) healhp = 1;
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//if (healmp < 1) healmp = 1;
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if (!DSUtil.CheckNull(co_dotheal)) StopCoroutine(co_dotheal);
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co_dotheal = StartCoroutine(Co_DotHeal(lifetime, gaptime, healhp, healmp));
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co_dotheal = StartCoroutine(Co_DotHeal(lifetime, gaptime, healhp, healmp, effect));
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}
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IEnumerator Co_DotHeal(double lifetime, float gaptime, double healhp, double healmp)
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IEnumerator Co_DotHeal(double lifetime, float gaptime, double healhp, double healmp, string effect = "")
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{
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bool isEffect = !string.IsNullOrEmpty(effect);
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while (lifetime > 0)
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{
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yield return new WaitForSeconds(gaptime);
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@ -1557,6 +1558,8 @@ public class Actor : MyCoroutine
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Heal(healhp);
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Heal_MP(healmp);
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if (isEffect) InGameInfo.Ins.Show_Effect(effect, this, eEffectLocation.Bottom, 1f);
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lifetime -= gaptime;
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}
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co_dotheal = null;
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@ -7,6 +7,8 @@ public class Boss_FlowerDryad : BossMobActor
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{
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[Header("스킬1 쿨타임")]
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public float Skill1CoolTime = 20f;
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[Header("스킬1 차징 시간")]
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public float Skill1ChargingTime = 3f;
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[Header("스킬1 즉시 회복량")]
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public float Skill1Heal = 0.1f;
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[Header("스킬1 주변 몬스터 찾는 거리")]
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@ -47,7 +49,7 @@ public class Boss_FlowerDryad : BossMobActor
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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CoolTime_Skill1 = 10000f;
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//CoolTime_Skill1 = 10000f;
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CoolTime_Skill2 = 20000f;
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}
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@ -72,9 +74,14 @@ public class Boss_FlowerDryad : BossMobActor
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IEnumerator Co_Skill1()
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{
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill1");
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InGameInfo.Ins.Show_Effect("Effect_FlowerDryad_Skill1", Get_position());
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AnimationPlay("boss_skill1charging");
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InGameInfo.Ins.Show_Effect("Effect_FlowerDryad_Skill1Charging", this, eEffectLocation.Mid, Skill1ChargingTime);
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yield return new WaitForSeconds(Skill1ChargingTime);
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AnimationPlay("boss_skill1end");
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yield return new WaitForSeconds(0.5f);
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InGameInfo.Ins.Show_Effect("Effect_FlowerDryad_Skill1", Get_position());
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var actors = ActorInfo.Ins.Get_AlliesActors(m_Enemy, Get_position(), Skill1FindDist);
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for (int i = 0; i < actors.Count; i++)
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{
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@ -84,10 +91,7 @@ public class Boss_FlowerDryad : BossMobActor
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yield return new WaitForSeconds(0.5f);
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for (int i = 0; i < actors.Count; i++)
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{
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actors[i].DotHeal(Skill1LifeTime, Skill1DelayTime, actors[i].Get_MaxHP() * Skill1PerHeal, 0);
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InGameInfo.Ins.Show_Effect("Effect_FlowerDryad_Heal", actors[i], eEffectLocation.Bottom, Skill1LifeTime);
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}
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actors[i].DotHeal(Skill1LifeTime, Skill1DelayTime, actors[i].Get_MaxHP() * Skill1PerHeal, 0, "Effect_FlowerDryad_Heal");
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Check_Battle();
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Init(true, false);
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