플라워 드라이어드 기본 세팅, 기본 공격, 정령의 분노

This commit is contained in:
Ino 2025-02-24 09:17:44 +09:00
parent 570af2c215
commit 5f6ca5c540
18 changed files with 1001 additions and 686 deletions

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@ -2079,6 +2079,33 @@ public class Actor : MyCoroutine
if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 3, 0, 0f, s);
#endif
}
protected void Shoot_Projectile(string proj, float lifetime, Vector3 startpos)
{
if (ProjectileInfo.ProjectileInfoOn)
{
var ccData = Get_CCData(eCC.MultiShot);
var amount = 1 + (ccData.CCTime > 0f ? ccData.CCVal : 0);
if (amount > 1)
{
float cal_angle = 80f;
float angleStep = cal_angle / (amount - 1); // 전체 각도(120도)를 화살 개수로 나누기
for (int i = 0; i < amount; ++i)
{
ProjectileInfo.Ins.Shoot_Projectile(proj, this, m_Target, 1f, startpos, lifetime,
pb =>
{
// -60 ~ 60 사이로 각도를 균등 분배
float angle = -(cal_angle * 0.5f) + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산
pb.transform.localEulerAngles = new Vector2(0f, pb.transform.localEulerAngles.y + angle);
});
}
}
else
{
ProjectileInfo.Ins.Shoot_Projectile(proj, this, m_Target, 1f, startpos, lifetime);
}
}
}
/// <summary>
/// 0 None, 1 스킬 사용 시 이동 금지
/// </summary>

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@ -0,0 +1,98 @@
using System;
using System.Collections;
using UnityEngine;
public class Boss_FlowerDryad : BossMobActor
{
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 20f;
[Header("스킬1 즉시 회복량")]
public float Skill1Heal = 0.1f;
[Header("스킬1 주변 몬스터 찾는 거리")]
public float Skill1FindArea = 3f;
[Header("스킬1 회복 지속 시간")]
public float Skill1LifeTime = 6f;
[Header("스킬1 회복 딜레이")]
public float Skill1DelayTime = 1f;
[Header("스킬1 회복 딜레이 당 회복량")]
public float Skill1PerHeal = 0.01f;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 18f;
[Header("스킬2 차징시간")]
public float Skill2ChargingTime = 3f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 5.2f;
SkillListTableData m_SilenceCurse = new SkillListTableData { e_SkillExtraType = eSkillExtraType.SilenceCurse, f_ExtraValue4 = 1f };
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
{
base.Set(mobtable, pos, actDie, order);
m_SilenceCurse.f_ExtraValue1 = Skill1LifeTime;
//m_SilenceCurse.f_ExtraValue2 = Skill1Manaburn;
CoolTime_Skill1 = 1f;
CoolTime_Skill2 = 2f;
}
protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
{
base.Init(initSkill1CoolTime, initSkill2CoolTime);
if (initSkill1CoolTime) CoolTime_Skill1 = Skill1CoolTime;
if (initSkill2CoolTime) CoolTime_Skill2 = Skill2CoolTime;
}
protected override void Update()
{
base.Update();
if (IsDead() || IsStop) return;
//if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
// StartCoroutine(Co_Skill1());
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
// StartCoroutine(Co_Skill2());
}
IEnumerator Co_Skill1()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1");
yield return new WaitForSeconds(1.5f);
Check_Battle();
Init(true, false);
}
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
}
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2charging");
InGameInfo.Ins.Show_Effect("Effect_QueenUndeadCharging", this, eEffectLocation.Bottom, Skill2ChargingTime);
yield return new WaitForSeconds(Skill2ChargingTime);
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(1.5f);
Check_Battle();
Init(false, true);
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override void Set_Skill2Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@ -552,8 +552,19 @@ public class MobActor : Actor
base.Projectile(s);
if (ProjectileInfo.ProjectileInfoOn)
{
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f,
useMeeleAttackPos ? tf_MeeleAttackPos.position : Get_CenterPositionFoward(), m_MonsterTableData.f_ProjectileLifeTime1);
if (m_MonsterTableData.n_PassiveSkillID > 0)
{
var skilldata = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
if (skilldata.e_SkillEnhance == eSkillEnhance.RageOfFairy)
{
int perval1 = (int)(Get_hpLostPercentage() / skilldata.f_ExtraValue1);
if (perval1 > 0) Buff_or_Debuff(eCC.MultiShot, 1000f, 0d, perval1);
else Buff_or_Debuff(eCC.MultiShot, 0f, 0d, 0);
}
}
Shoot_Projectile(m_MonsterTableData.s_Porjectile1, m_MonsterTableData.f_ProjectileLifeTime1,
useMeeleAttackPos ? tf_MeeleAttackPos.position : Get_CenterPositionFoward());
}
}
@ -605,7 +616,7 @@ public class MobActor : Actor
PerHPBuff(eCC.PerHPBuff_SPD, eCC.ATKSPD_Up, eCC.MOVSPD_Up, temp, skilltype);
break;
case eSkillExtraType.PerHPBuff_ADEF:
PerHPBuff(eCC.PerHPBuff_ADEF, eCC.ATK_Mul, eCC.ATK_Mul, temp, skilltype);
PerHPBuff(eCC.PerHPBuff_ADEF, eCC.ATK_Mul, eCC.DEF_Mul, temp, skilltype);
break;
case eSkillExtraType.PerHPBuff_AMDEF:
PerHPBuff(eCC.PerHPBuff_AMDEF, eCC.ATK_Mul, eCC.MDEF_Mul, temp, skilltype);

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@ -233,33 +233,10 @@ public class MyActor : Actor
public override void Projectile(string s)
{
base.Projectile(s);
if (ProjectileInfo.ProjectileInfoOn && !string.IsNullOrEmpty(s))
if (!string.IsNullOrEmpty(s))
{
var ccData = Get_CCData(eCC.MultiShot);
var amount = 1 + (ccData.CCTime > 0f ? ccData.CCVal : 0);
if (amount > 1)
{
float cal_angle = 80f;
float angleStep = cal_angle / (amount - 1); // 전체 각도(120도)를 화살 개수로 나누기
for (int i = 0; i < amount; ++i)
{
var startpos = Get_CenterPositionFoward();
var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime;
ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime,
pb =>
{
// -60 ~ 60 사이로 각도를 균등 분배
float angle = -(cal_angle * 0.5f) + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산
pb.transform.localEulerAngles = new Vector2(0f, pb.transform.localEulerAngles.y + angle);
});
}
}
else
{
var startpos = Get_CenterPositionFoward();
var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime;
ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime);
}
var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime;
Shoot_Projectile(s, lifeTime, Get_CenterPositionFoward());
}
}
}

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@ -8,7 +8,7 @@ public enum eSkillTarget { Enemy, Self, SelfEnemy, Team, Pet }
public enum eSkillExtraType { None, Frost, Cure, Freezing, Blood, Poison, Burn, Stun, Slow, StatUp, ManaShield, SwordShield,
SpeedUp, DefenceDecrease, Aggro, VampirHeal, Knockback, Airborne, Curse, ManaBurn, HPBurn,
SilenceCurse, Barrier, Reincarnation, Blind, PerHPBuff_SPD, PerHPBuff_ADEF, PerHPBuff_AMDEF,
PerHPBuff_AASPD, PerHPBuff_AMSPD, KnockbackStun, Revive30 }
PerHPBuff_AASPD, PerHPBuff_AMSPD, PerHPBuff_Projectile, KnockbackStun, Revive30 }
public class SkillListTableData : TableDataBase
{

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@ -12,10 +12,10 @@ public enum eCC {
BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down,
STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime,
Cri_Up, MultiShot, ATK_Down, SilenceCurse, Aggro, Cure, Barrier, PerHPBuff_SPD, PerHPBuff_ADEF, PerHPBuff_AMDEF,
ATK_Mul, DEF_Mul, MDEF_Mul, PerHPBuff_AASPD, PerHPBuff_AMSPD,
ATK_Mul, DEF_Mul, MDEF_Mul, PerHPBuff_AASPD, PerHPBuff_AMSPD,
// 움직임 제한
Freeze, Attract, KnockedAirborne, KnockBack, Stun,
// 움직임 제한
Freeze, Attract, KnockedAirborne, KnockBack, Stun,
Max }
public enum eAddExtraType { None,
@ -241,6 +241,7 @@ public enum eSkillEnhance
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up,
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE, HP_REGEN_Per1Sec, ATK_FIXED, DMG_DECREASE, StartleBehind, DeadSkin,
RageOfFairy,
Newbie,
}

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@ -799,6 +799,9 @@ public class ActorStatInfo
Set_Stat(true, eStat.SkillDmg_DECREASE, skilldata.f_ExtraValue1);
Set_Stat(true, eStat.CC_Immunity, 1d);
break;
case eSkillEnhance.RageOfFairy:
Set_Stat(true, eStat.ProjectileSpeed_Up, skilldata.f_ExtraValue3);
break;
}
}
}