Lusif_B attack, 일부 보스 스킬 인디케이터에 충돌박스 맞춤
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using System;
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using System.Collections;
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using UnityEngine;
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public class Boss_LusifB_Actor : BossMobActor
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{
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[Header("스킬1 쿨타임")]
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public float Skill1CoolTime = 8f;
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[Header("스킬1 데미지")]
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public float Skill1Dmg = 3.5f;
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[Header("---------------------------------------")]
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public bool Perforation_Line;
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[Header("스킬2 쿨타임")]
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public float Skill2CoolTime = 1.5f;
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[Header("스킬2 발동 조건 범위")]
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public float Skill2Dist = 10f;
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[Header("스킬2 투사체 갯수")]
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public int Skill2ProjectileCount = 5;
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[Header("스킬2 발사 딜레이 시간")]
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public float Skill2Delay = 0.8f;
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[Header("스킬2 데미지")]
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public float Skill2Dmg = 1.5f;
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public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
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{
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base.Set(mobtable, pos, actDie, order, noDmgTime);
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Load_Indicator("BossLusif_Skill1_Indicator", 0);
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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action_pb = pb =>
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{
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pb.transform.eulerAngles = transform.eulerAngles;
|
||||
};
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (isTarget && !DSUtil.WithInDistance(Get_position(), m_Target.Get_position(), Skill2Dist))
|
||||
StartCoroutine(Co_Skill2());
|
||||
else
|
||||
UseSkillIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Co_Skill1()
|
||||
{
|
||||
Change_MobStatus(eMobStatus.Skill);
|
||||
dic_indicator[0].SetActive(true);
|
||||
dic_indicator[0].transform.position = Get_PositionFoward(2.5f);
|
||||
dic_indicator[0].transform.eulerAngles = transform.eulerAngles;
|
||||
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
AnimationPlay("boss_skill1");
|
||||
dic_indicator[0].SetActive(false);
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
Check_Battle();
|
||||
Init(true, false);
|
||||
}
|
||||
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
|
||||
protected override void Set_Skill1Projectile(ProjectileBase pb)
|
||||
{
|
||||
pb.transform.position = dic_indicator[0].transform.position;
|
||||
pb.transform.eulerAngles = dic_indicator[0].transform.eulerAngles;
|
||||
}
|
||||
|
||||
IEnumerator Co_Skill2()
|
||||
{
|
||||
Change_MobStatus(eMobStatus.Skill);
|
||||
for (int i = 0; i < Skill2ProjectileCount; i++)
|
||||
{
|
||||
AnimationPlay("boss_skill2");
|
||||
if (isTarget) transform.LookAt(m_Target.transform);
|
||||
yield return new WaitForSeconds(Skill2Delay);
|
||||
}
|
||||
|
||||
Check_Battle();
|
||||
Init(false, true);
|
||||
}
|
||||
|
||||
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1206d6f57ef725a4b9d64653dfb818b2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -8,6 +8,7 @@ public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleS
|
|||
|
||||
public class MobActor : Actor
|
||||
{
|
||||
public bool AttackPosisTargetCenterPos;
|
||||
public Transform tf_MeeleAttackPos;
|
||||
public int MagicID, HealCount;
|
||||
public float HealRate = 0.1f;
|
||||
|
|
@ -660,7 +661,7 @@ public class MobActor : Actor
|
|||
}
|
||||
|
||||
Shoot_Projectile(m_MonsterTableData.s_Porjectile1, m_MonsterTableData.f_ProjectileLifeTime1,
|
||||
useMeeleAttackPos ? tf_MeeleAttackPos.position : Get_CenterPositionFoward());
|
||||
useMeeleAttackPos ? tf_MeeleAttackPos.position : AttackPosisTargetCenterPos ? m_Target.Get_Center_position() : Get_CenterPositionFoward());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -3,6 +3,7 @@ using System;
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using static UnityEngine.GraphicsBuffer;
|
||||
|
||||
public enum eProjectileStartPos { None, Shooter, ShooterCenter, Target, TargetCenter, Custom }
|
||||
public enum eProjectileStrait { Forward, Down }
|
||||
|
|
@ -135,12 +136,14 @@ public class ProjectileBase : MonoBehaviour
|
|||
public string ColliderLayer = "Actor";
|
||||
[Header("관통 여부")]
|
||||
public bool m_Pierce;
|
||||
[Header("투사체 타격 시 나올 이펙트")]
|
||||
[Header("투사체 타격 시 나올 이펙트(맞은 대상)")]
|
||||
public string str_HitEffect;
|
||||
[Header("투사체 타격 시 나올 이펙트(현재 위치)")]
|
||||
public string str_HitEffect_CurPos;
|
||||
[Header("시간이 0이 됐을 때 이펙트 표시 여부")]
|
||||
public bool m_ShowTimeOverEffect = true;
|
||||
|
||||
protected bool bFirstLoad = true, isProjectiledata = false;
|
||||
protected bool bFirstLoad = true, isProjectiledata = false, isHitEffect, isHitEffectCurPos;
|
||||
|
||||
ProjectileData _projectileData;
|
||||
protected ProjectileData m_ProjecTileData
|
||||
|
|
@ -154,7 +157,12 @@ public class ProjectileBase : MonoBehaviour
|
|||
protected Action<Actor> act_afterFreezing;
|
||||
DamageInfo m_DamageInfo;
|
||||
|
||||
private void Awake() { v3_scale = transform.localScale; }
|
||||
private void Awake()
|
||||
{
|
||||
v3_scale = transform.localScale;
|
||||
isHitEffect = !string.IsNullOrEmpty(str_HitEffect);
|
||||
isHitEffectCurPos = !string.IsNullOrEmpty(str_HitEffect_CurPos);
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
if (bFirstLoad)
|
||||
|
|
@ -344,8 +352,11 @@ public class ProjectileBase : MonoBehaviour
|
|||
|
||||
protected void Show_HitEffect(bool effectbyHit, Actor target)
|
||||
{
|
||||
if (isProjectiledata && !string.IsNullOrEmpty(str_HitEffect))
|
||||
InGameInfo.Ins.Show_Effect(str_HitEffect, Get_HitEffectPos(effectbyHit, target));
|
||||
if (isProjectiledata)
|
||||
{
|
||||
if (isHitEffect) InGameInfo.Ins.Show_Effect(str_HitEffect, Get_HitEffectPos(effectbyHit, target));
|
||||
if (isHitEffectCurPos) InGameInfo.Ins.Show_Effect(str_HitEffect_CurPos, transform.position);
|
||||
}
|
||||
}
|
||||
Vector3 Get_HitEffectPos(bool effectbyHit, Actor target)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue