골렘차일드 스킬2 차징 이펙트 변경, 첫타격 후 뒤로 이동 추가
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@ -56,6 +56,7 @@ MonoBehaviour:
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Loop: 1
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DelayTime: 0.1
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ColliderActiveFrame: 1
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OffDelayTime: 1
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BoxCollider:
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@ -138,7 +138,7 @@ public class Boss_GolemChild : BossMobActor
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{
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill2charging");
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InGameInfo.Ins.Show_Effect("Effect_GolemChildSkill2", this, eEffectLocation.Bottom, Skill2ChargingTime);
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InGameInfo.Ins.Show_Effect("Effect_GolemChildSkill2Charging", this, eEffectLocation.Bottom, Skill2ChargingTime + 2.5f);
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dic_indicator[1].SetActive(true);
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@ -149,14 +149,20 @@ public class Boss_GolemChild : BossMobActor
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yield return new WaitForSeconds(Skill2ChargingTime);
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AnimationPlay("boss_skill2attack"); // 스킬 발사
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yield return new WaitForSeconds(1.0f);
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yield return new WaitForSeconds(2.5f);
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dic_indicator[1].SetActive(false); // 인디케이터 끄기
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//yield return new WaitForSeconds(0.5f);
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yield return new WaitForSeconds(3f); // 테스트용
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//// 뒤로 이동해서 연속으로 공격하기
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yield return new WaitForSeconds(1.5f);
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InGameInfo.Ins.Show_Effect("Effect_Teleport", Get_position());
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yield return new WaitForSeconds(0.5f);
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var backpos = DSUtil.Get_RandomPos_onNavMesh(Get_PositionBack(15f), 0f, 0f);
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Set_Warp(backpos);
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////////////////////////////////////
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yield return new WaitForSeconds(3.5f);
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Init(false, true);
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Check_Battle();
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yield return new WaitForSeconds(3.5f);
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// 추가 데미지
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//ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2After", this, m_Target, Get_Skill2Dmg(), targetPos, 3f);
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@ -15,6 +15,8 @@ public class Projectile_StopAndColliderControl : ProjectileBase
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public float DelayTime = 1f;
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[Header("충돌박스가 켜져있는 프레임")]
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public int ColliderActiveFrame = 2;
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[Header("오브젝트 off 타임 딜레이 시간")]
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public float OffDelayTime = 0f;
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protected Action act_End;
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@ -63,6 +65,7 @@ public class Projectile_StopAndColliderControl : ProjectileBase
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}
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}
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yield return new WaitForSeconds(OffDelayTime);
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act_End?.Invoke();
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act_End = null;
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Off(true);
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