브라더펭귄 스킬1
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@ -1284,14 +1284,8 @@ public class Actor : MyCoroutine
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break;
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case eSkillExtraType.KnockBack_byHitter:
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{
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var a = _dinfo.Beater.Get_position();
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var b = Get_position();
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// 왼쪽 a == 0,0,0 b == -1,0,0
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// 오른쪽 a == 0,0.0 b == 1,0,0
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// 앞 a == 0,0,0 b == 0,0,1
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// 뒤 a == 0,0,0 b == 0,0,-1
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Knockback_byHitter((b - a).normalized, val1, 10.0f, () => { Stun(val2, true); });
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TimeMgr.Ins.Set_TimeScale();
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Knockback_byHitter(_dinfo.Beater.Get_position(), val1, 10.0f, () => { Stun(val2, true); });
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if (IsMainPC()) TimeMgr.Ins.Set_TimeScale();
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}
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break;
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}
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@ -1668,12 +1662,16 @@ public class Actor : MyCoroutine
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public void Stun_AfterKnockBack(float time) { StunAfterKnockBackTime = time; }
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#endregion
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#region 상태이상 : 상대 기준으로 밀리기
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public virtual void Knockback_byHitter(Vector3 dir, double _time, float speed = 4f, Action after = null, bool ignorePreknockback = false)
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public virtual void Knockback_byHitter(Vector3 beatorpos, double _time, float speed = 10f, Action after = null, bool ignorePreknockback = false)
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{
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if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return;
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if (IsRole(eRole.OBJ) || IsSubRole(eSubRol.Boss) || DSUtil.CheckNull(m_NavMeshAgent)) return;
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AnimationPlay(MyValue.Get_AnimName(eAnim.Hit));
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transform.LookAt(beatorpos);
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StopCoroutine(nameof(Co_Knockback_byHitter)); // 중복 방지
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StartCoroutine(Co_Knockback_byHitter(dir, _time, speed, after));
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StartCoroutine(Co_Knockback_byHitter((Get_position() - beatorpos).normalized, _time, speed, after));
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}
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IEnumerator Co_Knockback_byHitter(Vector3 dir, double _time, float speed, Action after)
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{
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@ -17,6 +17,10 @@ public class Boss_BrotherPenguin : BossMobActor
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public float Skill1AtkSpd = 0.7f;
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[Header("스킬1 냉기 이속 감소")]
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public float Skill1MovSpd = 0.7f;
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[Header("스킬1 넉백 시간")]
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public float Skill1KnockBackTime = 0.5f;
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[Header("스킬1 넉백 속도")]
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public float Skill1KnockBackSpeed = 4f;
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[Header("---------------------------------------")]
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public bool Perforation_Line;
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[Header("스킬2 쿨타임")]
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@ -44,6 +48,9 @@ public class Boss_BrotherPenguin : BossMobActor
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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//CoolTime_Skill1 = 10000f;
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CoolTime_Skill2 = 20000f;
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}
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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@ -94,6 +101,11 @@ public class Boss_BrotherPenguin : BossMobActor
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pd.e_SkillExtraType = m_Frost.e_SkillExtraType;
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pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
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pd.m_SkillListTableData = m_Frost;
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pd.Action_OnHit = hitter =>
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{
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if (hitter.IsMainPC()) TimeMgr.Ins.Set_TimeScale();
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hitter.Knockback_byHitter(Get_position(), Skill1KnockBackTime, Skill1KnockBackSpeed, null, true);
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};
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}
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IEnumerator Co_Skill2()
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