아누비스 스킬1
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Load Diff
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@ -33,7 +33,7 @@ public class Boss_Anubis : 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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@ -67,8 +67,22 @@ public class Boss_Anubis : BossMobActor
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AnimationPlay("boss_skill1charging");
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InGameInfo.Ins.Show_Effect("Effect_AnubisCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
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// 차징 중
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yield return new WaitForSeconds(Skill1ChargingTime);
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// 차징 및 회전
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float rotTime = 0f;
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float rotSpeed = 1f;
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bool endEffect = false;
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while (rotTime < Skill1ChargingTime)
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{
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yield return null;
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transform.Rotate(Vector3.up, rotSpeed);
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rotTime += Time.deltaTime;
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rotSpeed += Time.deltaTime * 10f;
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if (!endEffect && rotTime >= Skill1ChargingTime - 0.2f)
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{
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endEffect = true;
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InGameInfo.Ins.Show_Effect("Effect_Anubis_Skill1RotEnd", this);
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}
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}
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// 모습 끄기
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Model_OnOff(false);
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@ -88,14 +102,13 @@ public class Boss_Anubis : BossMobActor
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if (!isTarget || IsDead())
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break;
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}
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InGameInfo.Ins.Show_Effect("Effect_Anubis_Skill1End", Get_position());
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yield return new WaitForSeconds(0.2f);
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Model_OnOff(true);
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m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
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Check_Battle();
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Init(true, false);
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yield return new WaitForSeconds(0.25f);
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InGameInfo.Ins.Show_Effect("Effect_Anubis_Skill1End", Get_position());
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}
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IEnumerator Co_Skill2()
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{
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|||
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