angez_b_skill2
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@ -44,6 +44,9 @@ public class Boss_Angez_B : BossMobActor
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CoolTime_Skill1 = 1f;
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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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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}
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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@ -74,6 +77,7 @@ public class Boss_Angez_B : BossMobActor
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yield return new WaitForSeconds(Skill1ChargingTime);
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yield return new WaitForSeconds(Skill1ChargingTime);
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if (isTarget)
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if (isTarget)
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{
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for (int i = 0; i < Skill1Count; i++)
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for (int i = 0; i < Skill1Count; i++)
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{
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{
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dic_indicator[0].SetActive(true);
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dic_indicator[0].SetActive(true);
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@ -83,6 +87,7 @@ public class Boss_Angez_B : BossMobActor
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dic_indicator[0].SetActive(false);
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dic_indicator[0].SetActive(false);
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yield return new WaitForSeconds(Skill1DelayTime);
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yield return new WaitForSeconds(Skill1DelayTime);
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}
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}
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}
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dic_indicator[0].SetActive(false);
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dic_indicator[0].SetActive(false);
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Check_Battle();
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Check_Battle();
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@ -110,6 +115,7 @@ public class Boss_Angez_B : BossMobActor
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dic_indicator[1].SetActive(true);
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dic_indicator[1].SetActive(true);
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dic_indicator[1].transform.position = Get_position();
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dic_indicator[1].transform.position = Get_position();
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dic_indicator[1].transform.eulerAngles = transform.eulerAngles;
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dic_indicator[1].transform.eulerAngles = transform.eulerAngles;
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StartCoroutine(Co_LookTarget(Skill2ChargingTime, dic_indicator[1]));
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yield return new WaitForSeconds(Skill2ChargingTime);
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yield return new WaitForSeconds(Skill2ChargingTime);
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dic_indicator[1].SetActive(false);
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dic_indicator[1].SetActive(false);
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@ -50,9 +50,6 @@ public class Boss_FlowerDryad : BossMobActor
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CoolTime_Skill1 = 1f;
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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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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}
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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@ -201,4 +201,17 @@ public class BossMobActor : MobActor
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else
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else
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moveend(false);
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moveend(false);
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}
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}
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protected IEnumerator Co_LookTarget(float looktime, GameObject goindicator)
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{
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float t = 0f;
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bool isindicator = goindicator;
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while (t < looktime)
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{
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yield return null;
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t += Time.deltaTime;
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if (isTarget) transform.LookAt(m_Target.Get_position());
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if (isindicator) goindicator.transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y);
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}
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}
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}
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}
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