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if (dic_ccData.ContainsKey(eCC.ATKSPD_Up)) + if (dic_ccData.ContainsKey(eCC.ATKSPD_Up) && dic_ccData[eCC.ATKSPD_Up].CCTime > 0f) m_animation.speed += m_animation.speed * (float)dic_ccData[eCC.ATKSPD_Up].CCDmg; if (dic_ccValue.ContainsKey(eCC.ATKSPD_Up)) m_animation.speed += m_animation.speed * dic_ccValue[eCC.ATKSPD_Up]; - if (dic_ccData.ContainsKey(eCC.ATKSPD_Down)) + if (dic_ccData.ContainsKey(eCC.ATKSPD_Down) && dic_ccData[eCC.ATKSPD_Down].CCTime > 0f) m_animation.speed -= m_animation.speed * (float)dic_ccData[eCC.ATKSPD_Down].CCDmg; AnimationPlay(aniname); diff --git a/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs b/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs index fa59126dc..8597a7aa4 100644 --- a/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs +++ b/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs @@ -10,6 +10,12 @@ public class Boss_BrotherPenguin : BossMobActor public float Skill1ChargingTime = 3f; [Header("스킬1 데미지")] public float Skill1Dmg = 3.2f; + [Header("스킬1 냉기 시간")] + public float Skill1FrostTime = 3f; + [Header("스킬1 냉기 공속 감소")] + public float Skill1AtkSpd = 0.7f; + [Header("스킬1 냉기 이속 감소")] + public float Skill1MovSpd = 0.7f; [Header("---------------------------------------")] public bool Perforation_Line; [Header("스킬2 쿨타임")] @@ -21,7 +27,11 @@ public class Boss_BrotherPenguin : BossMobActor { base.Set(mobtable, pos, actDie, order); - //Load_Indicator("BossAngez_C_Skill1_Indicator", 0); + Load_Indicator("BrotherPenguin_Skill1_Indicator", 0); + + m_Frost.f_ExtraValue1 = Skill1FrostTime; + m_Frost.f_ExtraValue2 = Skill1AtkSpd; + m_Frost.f_ExtraValue3 = Skill1MovSpd; CoolTime_Skill1 = 1f; CoolTime_Skill2 = 2f; @@ -39,8 +49,8 @@ public class Boss_BrotherPenguin : BossMobActor base.Update(); if (IsDead() || IsStop) return; - //if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill) - // StartCoroutine(Co_Skill1()); + if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill) + StartCoroutine(Co_Skill1()); //else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill) // StartCoroutine(Co_Skill2()); } @@ -49,8 +59,9 @@ public class Boss_BrotherPenguin : BossMobActor { Change_MobStatus(eMobStatus.Skill); AnimationPlay("boss_skill1charging"); - InGameInfo.Ins.Show_Effect("Effect_Angez_CCharging", this, eEffectLocation.Bottom, Skill1ChargingTime); - dic_indicator[0].SetActive(false); + InGameInfo.Ins.Show_Effect("Effect_BrotherPenguin_Charging", this, eEffectLocation.Bottom, Skill1ChargingTime); + dic_indicator[0].SetActive(true); + dic_indicator[0].transform.position = Get_position(); yield return new WaitForSeconds(Skill1ChargingTime); @@ -62,6 +73,7 @@ public class Boss_BrotherPenguin : BossMobActor Init(true, false); } protected override float Get_Skill1Dmg() { return Skill1Dmg; } + protected override Vector3 Get_Skill1Pos() { return dic_indicator[0].transform.position; } protected override void Set_Skill1Projectile(ProjectileBase pb) { var pd = pb.Get_ProjectTileData();