정령의 치유
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@ -1413,7 +1413,7 @@ public class Actor : MyCoroutine
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public void DotHeal(double lifetime, float gaptime, double healhp, double healmp)
|
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{
|
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if (healhp < 1) healhp = 1;
|
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if (healmp < 1) healmp = 1;
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//if (healmp < 1) healmp = 1;
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if (!DSUtil.CheckNull(co_dotheal)) StopCoroutine(co_dotheal);
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co_dotheal = StartCoroutine(Co_DotHeal(lifetime, gaptime, healhp, healmp));
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|
@ -9,7 +9,7 @@ public class Boss_FlowerDryad : BossMobActor
|
|||
[Header("스킬1 즉시 회복량")]
|
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public float Skill1Heal = 0.1f;
|
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[Header("스킬1 주변 몬스터 찾는 거리")]
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public float Skill1FindArea = 3f;
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public float Skill1FindDist = 3f;
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[Header("스킬1 회복 지속 시간")]
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public float Skill1LifeTime = 6f;
|
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[Header("스킬1 회복 딜레이")]
|
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|
|
@ -50,8 +50,8 @@ public class Boss_FlowerDryad : BossMobActor
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base.Update();
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if (IsDead() || IsStop) return;
|
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//if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
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// StartCoroutine(Co_Skill1());
|
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if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
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StartCoroutine(Co_Skill1());
|
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//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
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// StartCoroutine(Co_Skill2());
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}
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@ -60,8 +60,21 @@ public class Boss_FlowerDryad : BossMobActor
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{
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill1");
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yield return new WaitForSeconds(0.5f);
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var actors = ActorInfo.Ins.Get_AlliesActors(m_Enemy, Get_position(), Skill1FindDist);
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for (int i = 0; i < actors.Count; i++)
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{
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actors[i].Heal(Skill1Heal);
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InGameInfo.Ins.Show_Effect("Effect_Heal", actors[i], eEffectLocation.Bottom, 2f);
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}
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yield return new WaitForSeconds(0.5f);
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for (int i = 0; i < actors.Count; i++)
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{
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actors[i].DotHeal(Skill1LifeTime, Skill1DelayTime, actors[i].Get_MaxHP() * Skill1PerHeal, 0);
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InGameInfo.Ins.Show_Effect("Effect_Cure", actors[i], eEffectLocation.Bottom, Skill1LifeTime);
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}
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yield return new WaitForSeconds(1.5f);
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Check_Battle();
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Init(true, false);
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}
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@ -27,7 +27,7 @@ public class BossMobActor : MobActor
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if (UseSkillIndex != 1 && CoolTime_Skill1 > 0f) CoolTime_Skill1 -= Time.deltaTime;
|
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if (UseSkillIndex != 2 && CoolTime_Skill2 > 0f) CoolTime_Skill2 -= Time.deltaTime;
|
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// 스킬 사용 결정
|
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if (isTarget && UseSkillIndex == 0 && MobStatus != eMobStatus.Skill)
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if (isTarget && UseSkillIndex == 0 && MobStatus != eMobStatus.Skill && !IsCC())
|
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{
|
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bool skill1Ready = CanUseSkill1 && CoolTime_Skill1 <= 0f;
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bool skill2Ready = CanUseSkill2 && CoolTime_Skill2 <= 0f;
|
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|
|
|
|||
Loading…
Reference in New Issue