퀸 언데드 기본 세팅, 기본 공격, 망자의 피부
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|
||||
guid: 65d9e7538f4b47549ba6057b14c34d45
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -959,6 +959,7 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
}
|
||||
#endregion
|
||||
protected bool IsCC(eCC cc) { return cc >= eCC.Freeze && cc < eCC.Max; }
|
||||
public bool IsCC()
|
||||
{
|
||||
if (dic_ccData[eCC.Freeze].CCTime > 0f) return true;
|
||||
|
|
@ -1204,6 +1205,8 @@ public class Actor : MyCoroutine
|
|||
dic_CCEffect[curCC].gameObject.activeInHierarchy)
|
||||
dic_CCEffect[curCC].Reset_Time(LifeTime);
|
||||
else
|
||||
{
|
||||
if (IsCC(curCC) && m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return;
|
||||
pd.m_ProjectileBase.Show_Effect(this, LifeTime, ccffect =>
|
||||
{
|
||||
if (curCC != eCC.Max)
|
||||
|
|
@ -1213,6 +1216,7 @@ public class Actor : MyCoroutine
|
|||
dic_CCEffect[curCC] = ccffect;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
public void Check_EnchantOption(DamageInfo _dinfo, bool whenhit = true)
|
||||
{
|
||||
|
|
@ -1432,7 +1436,7 @@ public class Actor : MyCoroutine
|
|||
Action<Actor> act_AfterFreezing;
|
||||
public virtual void Freeze(float _freezeTime, Action<Actor> act = null)
|
||||
{
|
||||
if (DSUtil.CheckNull(m_NavMeshAgent) || DSUtil.CheckNull(m_animation)) return;
|
||||
if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return;
|
||||
if (DSUtil.CheckNull(act_AfterFreezing)) act_AfterFreezing = act;
|
||||
|
||||
dic_ccData[eCC.Freeze].CCTime = 10f;
|
||||
|
|
@ -1492,6 +1496,7 @@ public class Actor : MyCoroutine
|
|||
float StunAfterKnockBackTime = 0f;
|
||||
public virtual void KnockBack(double _time, float speed = 4f, Action after = null)
|
||||
{
|
||||
if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return;
|
||||
if (IsRole(eRole.OBJ) || IsSubRole(eSubRol.Boss) || DSUtil.CheckNull(m_NavMeshAgent) || IsCC()) return;
|
||||
if (dic_ccData[eCC.KnockBack].CCTime < _time)
|
||||
StartCoroutine(Co_KnockBack(_time, speed, after));
|
||||
|
|
@ -1535,7 +1540,7 @@ public class Actor : MyCoroutine
|
|||
#region 상태이상 : 특정 위치로 끌어당기기
|
||||
public virtual void Attract(Vector3 _pos)
|
||||
{
|
||||
if (DSUtil.CheckNull(m_NavMeshAgent)) return;
|
||||
if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return;
|
||||
if (gameObject.activeInHierarchy && dic_ccData[eCC.Attract].CCTime <= 0f)
|
||||
StartCoroutine(Co_Attract(_pos));
|
||||
}
|
||||
|
|
@ -1558,7 +1563,7 @@ public class Actor : MyCoroutine
|
|||
#region 상태이상 : 공중으로 에어본
|
||||
public virtual void KnockedAirborne(double _airborneTime = 1d)
|
||||
{
|
||||
if (dic_ccData[eCC.KnockedAirborne].CCTime > 0) return;
|
||||
if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0 || dic_ccData[eCC.KnockedAirborne].CCTime > 0) return;
|
||||
StartCoroutine(Co_KnockedAirborne((float)_airborneTime));
|
||||
}
|
||||
IEnumerator Co_KnockedAirborne(float _airborneTime)
|
||||
|
|
@ -1599,6 +1604,7 @@ public class Actor : MyCoroutine
|
|||
Coroutine m_CoStun;
|
||||
public void Stun(double time, bool showEffect = false)
|
||||
{
|
||||
if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return;
|
||||
if (!DSUtil.CheckNull(m_CoStun)) { StopCoroutine(m_CoStun); m_CoStun = null; }
|
||||
m_CoStun = StartCoroutine(Co_Stun(time, showEffect));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ public class Boss_GolemChild : BossMobActor
|
|||
[Header("스킬2 인디케이터")]
|
||||
public string Skill2Indicator = "Golem_Child_Skill2_Indicator";
|
||||
|
||||
ProjectileBase pb_Lock, pb_LockExp, pb_Skill2;
|
||||
ProjectileBase pb_Lock, pb_LockExp;
|
||||
|
||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
||||
{
|
||||
|
|
@ -35,7 +35,6 @@ public class Boss_GolemChild : BossMobActor
|
|||
|
||||
Load_Projectile("FieldBoss/Golem_Child_Lock", Skill1Dmg, tf_Skill1Pos.position, 10f, pb_Lock, pb => pb_Lock = pb);
|
||||
Load_Projectile("FieldBoss/Golem_Child_LockExp", Skill1AreaDmg, Vector3.zero, 10f, pb_LockExp, pb => pb_LockExp = pb);
|
||||
Load_Projectile("FieldBoss/Golem_Child_Skill2", Skill2Dmg, Vector3.zero, 10f, pb_Skill2, pb => pb_Skill2 = pb);
|
||||
|
||||
CoolTime_Skill1 = 1f;
|
||||
CoolTime_Skill2 = 2f;
|
||||
|
|
@ -89,7 +88,7 @@ public class Boss_GolemChild : BossMobActor
|
|||
IEnumerator Co_Skill2()
|
||||
{
|
||||
Change_MobStatus(eMobStatus.Skill);
|
||||
AnimationPlay("boss_skill2");
|
||||
AnimationPlay("boss_skill2charging");
|
||||
InGameInfo.Ins.Show_Effect("Effect_GolemChildSkill2", this, eEffectLocation.Bottom, Skill2ChargingTime);
|
||||
|
||||
list_indicator[1].SetActive(true);
|
||||
|
|
@ -100,15 +99,16 @@ public class Boss_GolemChild : BossMobActor
|
|||
|
||||
yield return new WaitForSeconds(Skill2ChargingTime);
|
||||
list_indicator[1].SetActive(false);
|
||||
AnimationPlay("boss_skill2attack");
|
||||
|
||||
var pd = pb_Skill2.Get_ProjectTileData();
|
||||
pd.LifeTime = 1f;
|
||||
pb_Skill2.Set(pd);
|
||||
pb_Skill2.transform.position = targetPos;
|
||||
|
||||
yield return null;
|
||||
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
Check_Battle();
|
||||
Init(false, true);
|
||||
}
|
||||
}
|
||||
|
||||
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
|
||||
protected override void Set_Skill2Projectile(ProjectileBase pb)
|
||||
{
|
||||
pb.transform.position = list_indicator[1].transform.position;
|
||||
}
|
||||
}
|
||||
|
|
@ -120,6 +120,7 @@ public class BossMobActor : MobActor
|
|||
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile2, this, m_Target, Get_Skill1Dmg(), Get_Skill1Pos(),
|
||||
m_MonsterTableData.f_ProjectileLifeTime2, pb => { Set_Skill1Projectile(pb); });
|
||||
}
|
||||
|
||||
protected virtual float Get_Skill2Dmg() { return 1f; }
|
||||
protected virtual Vector3 Get_Skill2Pos() { return Get_CenterPositionFoward(); }
|
||||
protected virtual void Set_Skill2Projectile(ProjectileBase pb) { }
|
||||
|
|
|
|||
|
|
@ -188,6 +188,7 @@ public enum eStat
|
|||
HP_REGEN_Per1Sec,
|
||||
ADD_ATK_FIXED,
|
||||
StartleBehind,
|
||||
CC_Immunity,
|
||||
|
||||
None
|
||||
}
|
||||
|
|
@ -239,7 +240,7 @@ public enum eSkillEnhance
|
|||
STR_Up, DEX_Up, INT_Up, LUCK_Up, ATK_SPD_Up, MOV_SPD_Up, PIERCING, Boss_Dmg, Monster_Dmg, GoldHunter, MP_Down, AttackRange_Up,
|
||||
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up,
|
||||
|
||||
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE, HP_REGEN_Per1Sec, ATK_FIXED, DMG_DECREASE, StartleBehind,
|
||||
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE, HP_REGEN_Per1Sec, ATK_FIXED, DMG_DECREASE, StartleBehind, DeadSkin,
|
||||
|
||||
Newbie,
|
||||
}
|
||||
|
|
|
|||
|
|
@ -795,6 +795,10 @@ public class ActorStatInfo
|
|||
case eSkillEnhance.ATK_FIXED: Set_Stat(true, eStat.ADD_ATK_FIXED, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.DMG_DECREASE: Set_Stat(true, eStat.DMG_DECREASE, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.StartleBehind: Set_Stat(true, eStat.StartleBehind, 1); break;
|
||||
case eSkillEnhance.DeadSkin:
|
||||
Set_Stat(true, eStat.SkillDmg_DECREASE, skilldata.f_ExtraValue1);
|
||||
Set_Stat(true, eStat.CC_Immunity, 1d);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue