퀸 언데드 기본 세팅, 기본 공격, 망자의 피부

This commit is contained in:
Ino 2025-02-23 08:13:50 +09:00
parent e99986e834
commit 1dbf3abdb6
17 changed files with 375 additions and 361 deletions

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@ -2477,7 +2477,7 @@ MonoBehaviour:
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@ -95,7 +95,7 @@ Transform:
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@ -121,6 +121,7 @@ MonoBehaviour:
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@ -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 :
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 :
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));
}

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@ -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;
}
}

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@ -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) { }

View File

@ -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,
}

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@ -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;
}
}
}