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var a = _dinfo.Beater.Get_position(); - var b = Get_position(); - // 왼쪽 a == 0,0,0 b == -1,0,0 - // 오른쪽 a == 0,0.0 b == 1,0,0 - // 앞 a == 0,0,0 b == 0,0,1 - // 뒤 a == 0,0,0 b == 0,0,-1 - Knockback_byHitter((b - a).normalized, val1, 10.0f, () => { Stun(val2, true); }); - TimeMgr.Ins.Set_TimeScale(); + Knockback_byHitter(_dinfo.Beater.Get_position(), val1, 10.0f, () => { Stun(val2, true); }); + if (IsMainPC()) TimeMgr.Ins.Set_TimeScale(); } break; } @@ -1668,12 +1662,16 @@ public class Actor : MyCoroutine public void Stun_AfterKnockBack(float time) { StunAfterKnockBackTime = time; } #endregion #region 상태이상 : 상대 기준으로 밀리기 - public virtual void Knockback_byHitter(Vector3 dir, double _time, float speed = 4f, Action after = null, bool ignorePreknockback = false) + public virtual void Knockback_byHitter(Vector3 beatorpos, double _time, float speed = 10f, Action after = null, bool ignorePreknockback = false) { if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return; if (IsRole(eRole.OBJ) || IsSubRole(eSubRol.Boss) || DSUtil.CheckNull(m_NavMeshAgent)) return; + + AnimationPlay(MyValue.Get_AnimName(eAnim.Hit)); + transform.LookAt(beatorpos); + StopCoroutine(nameof(Co_Knockback_byHitter)); // 중복 방지 - StartCoroutine(Co_Knockback_byHitter(dir, _time, speed, after)); + StartCoroutine(Co_Knockback_byHitter((Get_position() - beatorpos).normalized, _time, speed, after)); } IEnumerator Co_Knockback_byHitter(Vector3 dir, double _time, float speed, Action after) { diff --git a/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs b/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs index 8491d4bd8..3d6475fae 100644 --- a/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs +++ b/Assets/Script/Character/Mob/Boss/Boss_BrotherPenguin.cs @@ -17,6 +17,10 @@ public class Boss_BrotherPenguin : BossMobActor public float Skill1AtkSpd = 0.7f; [Header("스킬1 냉기 이속 감소")] public float Skill1MovSpd = 0.7f; + [Header("스킬1 넉백 시간")] + public float Skill1KnockBackTime = 0.5f; + [Header("스킬1 넉백 속도")] + public float Skill1KnockBackSpeed = 4f; [Header("---------------------------------------")] public bool Perforation_Line; [Header("스킬2 쿨타임")] @@ -44,6 +48,9 @@ public class Boss_BrotherPenguin : BossMobActor CoolTime_Skill1 = 1f; CoolTime_Skill2 = 2f; + + //CoolTime_Skill1 = 10000f; + CoolTime_Skill2 = 20000f; } protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime) @@ -94,6 +101,11 @@ public class Boss_BrotherPenguin : BossMobActor pd.e_SkillExtraType = m_Frost.e_SkillExtraType; pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType); pd.m_SkillListTableData = m_Frost; + pd.Action_OnHit = hitter => + { + if (hitter.IsMainPC()) TimeMgr.Ins.Set_TimeScale(); + hitter.Knockback_byHitter(Get_position(), Skill1KnockBackTime, Skill1KnockBackSpeed, null, true); + }; } IEnumerator Co_Skill2()