angez_c 기본 세팅, 기본 공격, 업화의 불꽃

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Ino 2025-02-25 14:51:44 +09:00
parent 9d4f41acac
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13 changed files with 528 additions and 30 deletions

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@ -22,8 +22,6 @@ public class Boss_Angez_B : BossMobActor
public float Skill2CoolTime = 15f;
[Header("스킬2 차징시간")]
public float Skill2ChargingTime = 3f;
[Header("스킬2 유지 시간")]
public float Skill2LifeTime = 2.5f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 1.2f;
[Header("스킬2 데미지 딜레이")]

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@ -0,0 +1,151 @@
using System;
using System.Collections;
using UnityEngine;
public class Boss_Angez_C : BossMobActor
{
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 12f;
[Header("스킬1 차징시간")]
public float Skill1ChargingTime = 3f;
[Header("스킬1 데미지")]
public float Skill1Dmg = 3.2f;
[Header("스킬1 경고 시간")]
public float Skill1DelayTime = 0.5f;
[Header("스킬1 메테오 횟수")]
public int Skill1Count = 8;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 18f;
[Header("스킬2 차징시간")]
public float Skill2ChargingTime = 3f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 1.5f;
[Header("스킬2 데미지 딜레이")]
public float Skill2DelayTime = 0.5f;
SkillListTableData m_Burn = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Burn, f_ExtraValue4 = 1f };
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
{
base.Set(mobtable, pos, actDie, order);
Load_Indicator("BossAngez_B_Skill1_Indicator", 0);
Load_Indicator("BossAngez_B_Skill2_Indicator", 1);
var passive = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
m_Burn.f_ExtraValue1 = passive.f_ExtraValue1;
m_Burn.f_ExtraValue2 = passive.f_ExtraValue2;
m_Burn.f_ExtraValue3 = passive.f_ExtraValue3;
CoolTime_Skill1 = 1f;
CoolTime_Skill2 = 2f;
}
protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
{
base.Init(initSkill1CoolTime, initSkill2CoolTime);
if (initSkill1CoolTime) CoolTime_Skill1 = Skill1CoolTime;
if (initSkill2CoolTime) CoolTime_Skill2 = Skill2CoolTime;
}
protected override void Update()
{
base.Update();
if (IsDead() || IsStop) return;
if (m_MonsterTableData.n_PassiveSkillID > 0 && CoolTime_PassiveSkill <= 0f)
{
CoolTime_PassiveSkill = 1f;
var skilldata = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
if (skilldata.e_SkillEnhance == eSkillEnhance.HellfireFlames)
{
ProjectileInfo.Ins.Shoot_Projectile("Projectile_Mob_HellfireFlames", this, null,
skilldata.f_ExtraValue3, Get_position() + (Vector3.up * 0.8f), skilldata.f_ExtraValue1, pb =>
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.Burn;
pd.m_SkillListTableData = skilldata;
});
}
}
//if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
// StartCoroutine(Co_Skill1());
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
// StartCoroutine(Co_Skill2());
}
IEnumerator Co_Skill1()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1charging");
InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
dic_indicator[0].SetActive(false);
yield return new WaitForSeconds(Skill1ChargingTime);
if (isTarget)
for (int i = 0; i < Skill1Count; i++)
{
dic_indicator[0].SetActive(true);
dic_indicator[0].transform.position = m_Target.Get_position();
yield return new WaitForSeconds(Skill1DelayTime);
AnimationPlay("boss_skill1attack");
dic_indicator[0].SetActive(false);
yield return new WaitForSeconds(Skill1DelayTime);
}
dic_indicator[0].SetActive(false);
Check_Battle();
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();
pd.e_SkillExtraType = m_Burn.e_SkillExtraType;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_Burn;
}
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1charging");
InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging2", this, eEffectLocation.Mid, Skill1ChargingTime,
effect =>
{
effect.transform.position = Get_PositionFoward(1f);
});
dic_indicator[1].SetActive(true);
dic_indicator[1].transform.position = Get_position();
dic_indicator[1].transform.eulerAngles = transform.eulerAngles;
yield return new WaitForSeconds(Skill2ChargingTime);
dic_indicator[1].SetActive(false);
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(m_MonsterTableData.f_ProjectileLifeTime3);
Check_Battle();
Init(false, true);
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override void Set_Skill2Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = m_Burn.e_SkillExtraType;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_Burn;
pb.transform.position = dic_indicator[1].transform.position;
pb.transform.eulerAngles = dic_indicator[1].transform.eulerAngles;
}
public override void Get_Damage(DamageInfo _dinfo)
{
base.Get_Damage(_dinfo);
}
}

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@ -241,7 +241,7 @@ public enum eSkillEnhance
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up,
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE, HP_REGEN_Per1Sec, ATK_FIXED, DMG_DECREASE, StartleBehind, DeadSkin,
RageOfFairy, SummonMob,
RageOfFairy, SummonMob, HellfireFlames,
Newbie,
}