정령의 치유
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||||||
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||||||
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1: 100124
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second: petal_r_04
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1: 100136
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second: petal_r_04b
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1: 100144
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1: 100146
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1: 100148
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1: 100150
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||||||
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||||||
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||||||
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4: 400002
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||||||
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||||||
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4: 400004
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||||||
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||||||
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||||||
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4: 400014
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||||||
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4: 400016
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4: 400018
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4: 400020
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||||||
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||||||
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4: 400022
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||||||
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second: hair_back_03
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||||||
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- first:
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4: 400024
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second: hair_back_04
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- first:
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4: 400026
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second: hair_flower_0
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- first:
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4: 400028
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second: hair_flower_1
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- first:
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4: 400030
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second: hair_flower_2
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- first:
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4: 400032
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second: hair_flower_3
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- first:
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4: 400034
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second: hair_flower_4
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- first:
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4: 400036
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second: hair_front_01
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- first:
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4: 400038
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second: hair_front_02
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- first:
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4: 400040
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second: hair_root
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- first:
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4: 400042
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second: hand_l
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- first:
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4: 400044
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second: hand_r
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- first:
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4: 400046
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||||||
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second: head
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- first:
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4: 400048
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||||||
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second: leaf_00
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- first:
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||||||
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4: 400050
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||||||
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second: leaf_01
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||||||
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- first:
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4: 400052
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second: leaf_02
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- first:
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4: 400054
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second: leaf_02b
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- first:
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4: 400056
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second: leaf_02b1
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- first:
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4: 400058
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second: leaf_03
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- first:
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4: 400060
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second: leaf_03b
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- first:
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4: 400062
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second: leaf_03b1
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- first:
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4: 400064
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second: leaf_04
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- first:
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4: 400066
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second: leaf_04b
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- first:
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4: 400068
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second: leaf_04b1
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- first:
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4: 400070
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second: leaf_05b
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- first:
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4: 400072
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second: leaf_05b1
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- first:
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4: 400074
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second: lowerarm_l
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- first:
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4: 400076
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second: lowerarm_r
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- first:
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4: 400078
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second: neck_01
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- first:
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4: 400080
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second: pelvis
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- first:
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4: 400082
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second: petal_01
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- first:
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4: 400084
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second: petal_01b
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- first:
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4: 400086
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second: petal_01c
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- first:
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4: 400088
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second: petal_02
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- first:
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4: 400090
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second: petal_02b
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- first:
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4: 400092
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second: petal_02c
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- first:
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4: 400094
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second: petal_03
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- first:
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4: 400096
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second: petal_03b
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- first:
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4: 400098
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second: petal_03c
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- first:
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4: 400100
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second: petal_04
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- first:
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4: 400102
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second: petal_04b
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- first:
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4: 400104
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second: petal_04c
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- first:
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4: 400106
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second: petal_l_01
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- first:
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4: 400108
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second: petal_l_01b
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- first:
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4: 400110
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second: petal_l_02
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- first:
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4: 400112
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second: petal_l_02b
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- first:
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4: 400114
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second: petal_l_03
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- first:
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4: 400116
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second: petal_l_03b
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- first:
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4: 400118
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second: petal_l_04
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- first:
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4: 400120
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second: petal_l_04b
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- first:
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4: 400122
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second: petal_r_01
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- first:
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4: 400124
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second: petal_r_01b
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- first:
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4: 400126
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second: petal_r_02
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- first:
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4: 400128
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second: petal_r_02b
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- first:
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4: 400130
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second: petal_r_03
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- first:
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4: 400132
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second: petal_r_03b
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- first:
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4: 400134
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second: petal_r_04
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- first:
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4: 400136
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second: petal_r_04b
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- first:
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4: 400138
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second: pollen_l
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- first:
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4: 400140
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second: pollen_r
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- first:
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4: 400142
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second: root
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- first:
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4: 400144
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second: spine_02
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- first:
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4: 400146
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second: spine_03
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- first:
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4: 400148
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second: upperarm_l
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- first:
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4: 400150
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second: upperarm_r
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m_PrefabAsset: {fileID: 0}
|
||||||
|
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6ec3ee827d29bcb4b8e043475246c6ad
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -2459,7 +2459,7 @@ Transform:
|
||||||
m_GameObject: {fileID: 2138797020834234801}
|
m_GameObject: {fileID: 2138797020834234801}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
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_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children: []
|
||||||
|
|
|
||||||
|
|
@ -1413,7 +1413,7 @@ public class Actor : MyCoroutine
|
||||||
public void DotHeal(double lifetime, float gaptime, double healhp, double healmp)
|
public void DotHeal(double lifetime, float gaptime, double healhp, double healmp)
|
||||||
{
|
{
|
||||||
if (healhp < 1) healhp = 1;
|
if (healhp < 1) healhp = 1;
|
||||||
if (healmp < 1) healmp = 1;
|
//if (healmp < 1) healmp = 1;
|
||||||
|
|
||||||
if (!DSUtil.CheckNull(co_dotheal)) StopCoroutine(co_dotheal);
|
if (!DSUtil.CheckNull(co_dotheal)) StopCoroutine(co_dotheal);
|
||||||
co_dotheal = StartCoroutine(Co_DotHeal(lifetime, gaptime, healhp, healmp));
|
co_dotheal = StartCoroutine(Co_DotHeal(lifetime, gaptime, healhp, healmp));
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,7 @@ public class Boss_FlowerDryad : BossMobActor
|
||||||
[Header("스킬1 즉시 회복량")]
|
[Header("스킬1 즉시 회복량")]
|
||||||
public float Skill1Heal = 0.1f;
|
public float Skill1Heal = 0.1f;
|
||||||
[Header("스킬1 주변 몬스터 찾는 거리")]
|
[Header("스킬1 주변 몬스터 찾는 거리")]
|
||||||
public float Skill1FindArea = 3f;
|
public float Skill1FindDist = 3f;
|
||||||
[Header("스킬1 회복 지속 시간")]
|
[Header("스킬1 회복 지속 시간")]
|
||||||
public float Skill1LifeTime = 6f;
|
public float Skill1LifeTime = 6f;
|
||||||
[Header("스킬1 회복 딜레이")]
|
[Header("스킬1 회복 딜레이")]
|
||||||
|
|
@ -50,8 +50,8 @@ public class Boss_FlowerDryad : BossMobActor
|
||||||
base.Update();
|
base.Update();
|
||||||
if (IsDead() || IsStop) return;
|
if (IsDead() || IsStop) return;
|
||||||
|
|
||||||
//if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
||||||
// StartCoroutine(Co_Skill1());
|
StartCoroutine(Co_Skill1());
|
||||||
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
|
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
|
||||||
// StartCoroutine(Co_Skill2());
|
// StartCoroutine(Co_Skill2());
|
||||||
}
|
}
|
||||||
|
|
@ -60,8 +60,21 @@ public class Boss_FlowerDryad : BossMobActor
|
||||||
{
|
{
|
||||||
Change_MobStatus(eMobStatus.Skill);
|
Change_MobStatus(eMobStatus.Skill);
|
||||||
AnimationPlay("boss_skill1");
|
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();
|
Check_Battle();
|
||||||
Init(true, false);
|
Init(true, false);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -27,7 +27,7 @@ public class BossMobActor : MobActor
|
||||||
if (UseSkillIndex != 1 && CoolTime_Skill1 > 0f) CoolTime_Skill1 -= Time.deltaTime;
|
if (UseSkillIndex != 1 && CoolTime_Skill1 > 0f) CoolTime_Skill1 -= Time.deltaTime;
|
||||||
if (UseSkillIndex != 2 && CoolTime_Skill2 > 0f) CoolTime_Skill2 -= Time.deltaTime;
|
if (UseSkillIndex != 2 && CoolTime_Skill2 > 0f) CoolTime_Skill2 -= Time.deltaTime;
|
||||||
// 스킬 사용 결정
|
// 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 skill1Ready = CanUseSkill1 && CoolTime_Skill1 <= 0f;
|
||||||
bool skill2Ready = CanUseSkill2 && CoolTime_Skill2 <= 0f;
|
bool skill2Ready = CanUseSkill2 && CoolTime_Skill2 <= 0f;
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue