lusif 보스 완료
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@ -56,33 +56,25 @@ public class Boss_LusifActor : BossMobActor
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IEnumerator Co_Skill1()
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{
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//Change_MobStatus(eMobStatus.Skill);
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//AnimationPlay("boss_skill1charging");
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//InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
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//dic_indicator[0].SetActive(false);
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Change_MobStatus(eMobStatus.Skill);
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dic_indicator[0].SetActive(true);
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dic_indicator[0].transform.position = Get_PositionFoward(2.5f);
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dic_indicator[0].transform.eulerAngles = transform.eulerAngles;
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//yield return new WaitForSeconds(Skill1ChargingTime);
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yield return new WaitForSeconds(0.5f);
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AnimationPlay("boss_skill1");
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dic_indicator[0].SetActive(false);
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//if (isTarget)
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// for (int i = 0; i < Skill1Count; i++)
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// {
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// dic_indicator[0].SetActive(true);
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// dic_indicator[0].transform.position = m_Target.Get_position();
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// yield return new WaitForSeconds(Skill1DelayTime);
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// AnimationPlay("boss_skill1attack");
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// dic_indicator[0].SetActive(false);
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// yield return new WaitForSeconds(Skill1DelayTime);
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// }
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//dic_indicator[0].SetActive(false);
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//Check_Battle();
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//Init(true, false);
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yield return null;
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yield return new WaitForSeconds(0.5f);
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Check_Battle();
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Init(true, false);
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}
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protected override float Get_Skill1Dmg() { return Skill1Dmg; }
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protected override Vector3 Get_Skill1Pos() { return dic_indicator[0].transform.position; }
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protected override void Set_Skill1Projectile(ProjectileBase pb)
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{
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pb.transform.position = dic_indicator[0].transform.position;
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pb.transform.eulerAngles = dic_indicator[0].transform.eulerAngles;
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}
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IEnumerator Co_Skill2()
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{
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@ -94,7 +86,6 @@ public class Boss_LusifActor : BossMobActor
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yield return new WaitForSeconds(Skill2Delay);
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}
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yield return new WaitForSeconds(0.5f);
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Check_Battle();
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Init(false, true);
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}
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