정령의 치유

This commit is contained in:
Ino 2025-02-24 11:24:39 +09:00
parent 5f6ca5c540
commit 2f8a9d0668
9 changed files with 827 additions and 7 deletions

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@ -1413,7 +1413,7 @@ public class Actor : MyCoroutine
public void DotHeal(double lifetime, float gaptime, double healhp, double healmp)
{
if (healhp < 1) healhp = 1;
if (healmp < 1) healmp = 1;
//if (healmp < 1) healmp = 1;
if (!DSUtil.CheckNull(co_dotheal)) StopCoroutine(co_dotheal);
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")]
public float Skill1Heal = 0.1f;
[Header("스킬1 주변 몬스터 찾는 거리")]
public float Skill1FindArea = 3f;
public float Skill1FindDist = 3f;
[Header("스킬1 회복 지속 시간")]
public float Skill1LifeTime = 6f;
[Header("스킬1 회복 딜레이")]
@ -50,8 +50,8 @@ public class Boss_FlowerDryad : 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());
}
@ -60,8 +60,21 @@ public class Boss_FlowerDryad : BossMobActor
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1");
yield return new WaitForSeconds(0.5f);
var actors = ActorInfo.Ins.Get_AlliesActors(m_Enemy, Get_position(), Skill1FindDist);
for (int i = 0; i < actors.Count; i++)
{
actors[i].Heal(Skill1Heal);
InGameInfo.Ins.Show_Effect("Effect_Heal", actors[i], eEffectLocation.Bottom, 2f);
}
yield return new WaitForSeconds(0.5f);
for (int i = 0; i < actors.Count; i++)
{
actors[i].DotHeal(Skill1LifeTime, Skill1DelayTime, actors[i].Get_MaxHP() * Skill1PerHeal, 0);
InGameInfo.Ins.Show_Effect("Effect_Cure", actors[i], eEffectLocation.Bottom, Skill1LifeTime);
}
yield return new WaitForSeconds(1.5f);
Check_Battle();
Init(true, false);
}

View File

@ -27,7 +27,7 @@ public class BossMobActor : MobActor
if (UseSkillIndex != 1 && CoolTime_Skill1 > 0f) CoolTime_Skill1 -= Time.deltaTime;
if (UseSkillIndex != 2 && CoolTime_Skill2 > 0f) CoolTime_Skill2 -= Time.deltaTime;
// 스킬 사용 결정
if (isTarget && UseSkillIndex == 0 && MobStatus != eMobStatus.Skill)
if (isTarget && UseSkillIndex == 0 && MobStatus != eMobStatus.Skill && !IsCC())
{
bool skill1Ready = CanUseSkill1 && CoolTime_Skill1 <= 0f;
bool skill2Ready = CanUseSkill2 && CoolTime_Skill2 <= 0f;