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m_LocalPosition: {x: 104.2, y: 0.01, z: 47.6} + m_LocalPosition: {x: 78.1, y: 0.01, z: 47.6} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] diff --git a/Assets/Script/Character/Actor.cs b/Assets/Script/Character/Actor.cs index 6f924d667..368ffc61b 100644 --- a/Assets/Script/Character/Actor.cs +++ b/Assets/Script/Character/Actor.cs @@ -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)); diff --git a/Assets/Script/Character/Mob/Boss/Boss_FlowerDryad.cs b/Assets/Script/Character/Mob/Boss/Boss_FlowerDryad.cs index c7a65ea17..04f94fb1c 100644 --- a/Assets/Script/Character/Mob/Boss/Boss_FlowerDryad.cs +++ b/Assets/Script/Character/Mob/Boss/Boss_FlowerDryad.cs @@ -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); } diff --git a/Assets/Script/Character/Mob/BossMobActor.cs b/Assets/Script/Character/Mob/BossMobActor.cs index 23005d3b0..a27721f17 100644 --- a/Assets/Script/Character/Mob/BossMobActor.cs +++ b/Assets/Script/Character/Mob/BossMobActor.cs @@ -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;