골렘차일드 스킬2 차징 이펙트 변경, 첫타격 후 뒤로 이동 추가

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Ino 2025-05-31 05:53:37 +09:00
parent b5315e37f0
commit 3ac4be1b26
6 changed files with 139 additions and 24385 deletions

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