펭귄 보스
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@ -218,6 +218,10 @@ public class Actor : MyCoroutine
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case eCC.DEX_Mul_Up: Off_StatUpBuff(eStat.DEX); break;
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case eCC.INT_Mul_Up: Off_StatUpBuff(eStat.INT); break;
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case eCC.LUK_Mul_Up: Off_StatUpBuff(eStat.LUK); break;
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}
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@ -1,5 +1,6 @@
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using System;
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using System.Collections;
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using System.Threading;
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using UnityEngine;
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public class Boss_BrotherPenguin : BossMobActor
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@ -20,8 +21,13 @@ public class Boss_BrotherPenguin : BossMobActor
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public bool Perforation_Line;
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[Header("스킬2 쿨타임")]
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public float Skill2CoolTime = 20f;
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[Header("스킬2 보호막 지속시간")]
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public float Skill2LifeTime = 12f;
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[Header("스킬2 보호막 생명력 비율")]
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public float Skill2BarrierRate = 0.25f;
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SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
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SkillListTableData m_Barrier = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Barrier };
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public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
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{
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@ -33,6 +39,9 @@ public class Boss_BrotherPenguin : BossMobActor
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m_Frost.f_ExtraValue2 = Skill1AtkSpd;
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m_Frost.f_ExtraValue3 = Skill1MovSpd;
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m_Barrier.e_SkillExtraType = eSkillExtraType.Barrier;
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m_Barrier.f_ExtraValue2 = Skill2BarrierRate;
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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}
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@ -51,8 +60,13 @@ public class Boss_BrotherPenguin : BossMobActor
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if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
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StartCoroutine(Co_Skill1());
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//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
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// StartCoroutine(Co_Skill2());
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else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
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{
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if (dic_ccData[eCC.Barrier].CCTime <= 0f)
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StartCoroutine(Co_Skill2());
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else
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UseSkillIndex = 0;
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}
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}
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IEnumerator Co_Skill1()
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@ -87,9 +101,13 @@ public class Boss_BrotherPenguin : BossMobActor
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill2");
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yield return new WaitForSeconds(0.5f);
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yield return new WaitForSeconds(0.25f);
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Show_Barrier(m_Barrier, table_skilltypeconfig.Ins.Get_Data_orNull(m_Barrier.e_SkillExtraType), Skill2LifeTime);
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yield return new WaitForSeconds(0.25f);
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Check_Battle();
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yield return new WaitForSeconds(Skill2LifeTime);
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Init(false, true);
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}
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}
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@ -629,18 +629,7 @@ public class MobActor : Actor
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{
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var conditionHP = Get_MaxHP() * temp.f_ExtraValue1;
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if (conditionHP >= Get_HP())
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{
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dic_skill[temp] = 0;
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dic_skillextra[skilltype.e_SkillExtraType] = true;
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InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, 10000,
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effect =>
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{
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if (!dic_CCEffect.ContainsKey(eCC.Barrier))
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dic_CCEffect.Add(eCC.Barrier, null);
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dic_CCEffect[eCC.Barrier] = effect;
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dic_ccData[eCC.Barrier].CCDmg = Get_MaxHP() * temp.f_ExtraValue2;
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});
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}
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Show_Barrier(temp, skilltype, 10000);
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}
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break;
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case eSkillExtraType.Reincarnation: // 부활 체크
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@ -693,6 +682,23 @@ public class MobActor : Actor
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}
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}
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protected void Show_Barrier(SkillListTableData skilldata, SkillTypeConfigTableData skilltype, float lifeTime)
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{
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dic_skill[skilldata] = 0;
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dic_skillextra[skilltype.e_SkillExtraType] = true;
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InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, lifeTime,
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effect =>
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{
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if (!dic_CCEffect.ContainsKey(eCC.Barrier))
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dic_CCEffect.Add(eCC.Barrier, null);
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dic_CCEffect[eCC.Barrier] = effect;
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dic_ccData[eCC.Barrier].TimeUpdate = true;
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dic_ccData[eCC.Barrier].CCTime = lifeTime;
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dic_ccData[eCC.Barrier].CCDmg = Get_MaxHP() * skilldata.f_ExtraValue2;
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});
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}
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Coroutine revive_co;
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IEnumerator Co_Revive(float revivetime, float nodmgtime, float dmg, SkillTypeConfigTableData skilltype)
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{
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