퀸 언데드 진짜 완료
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@ -56,7 +56,14 @@ ModelImporter:
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- time: 0.18292733
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functionName: BossProjectile2
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@ -62,26 +62,27 @@ public class Boss_QueenUndead : BossMobActor
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Change_MobStatus(eMobStatus.Skill);
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill1");
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AnimationPlay("boss_skill1");
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// 차징 중
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(1f);
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if (isTarget)
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{
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m_Target.Buff_or_Debuff(eCC.SilenceCurse, Skill1LifeTime, Skill1Manaburn);
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var skilltype = table_skilltypeconfig.Ins.Get_Data_orNull(eSkillExtraType.SilenceCurse);
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InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, m_Target, skilltype.e_EffectLocation, Skill1LifeTime);
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}
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Check_Battle();
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Check_Battle();
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Init(true, false);
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Init(true, false);
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}
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}
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protected override void Set_Skill1Projectile(ProjectileBase pb)
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{
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var pd = pb.Get_ProjectTileData();
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pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
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pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
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pd.m_SkillListTableData = m_SilenceCurse;
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}
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IEnumerator Co_Skill2()
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IEnumerator Co_Skill2()
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{
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{
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Change_MobStatus(eMobStatus.Skill);
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill2charging");
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AnimationPlay("boss_skill2charging");
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InGameInfo.Ins.Show_Effect("Effect_QueenUndeadCharging", this, eEffectLocation.Bottom, Skill2ChargingTime);
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InGameInfo.Ins.Show_Effect("Effect_QueenUndeadCharging", this, eEffectLocation.Bottom, Skill2ChargingTime);
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yield return new WaitForSeconds(Skill2ChargingTime);
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yield return new WaitForSeconds(Skill2ChargingTime);
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AnimationPlay("boss_skill2attack");
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AnimationPlay("boss_skill2attack");
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(1.5f);
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Check_Battle();
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Check_Battle();
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Init(false, true);
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Init(false, true);
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@ -3,6 +3,8 @@ using UnityEngine;
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public class Projectile_FollowShooter : ProjectileBase
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public class Projectile_FollowShooter : ProjectileBase
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{
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{
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public bool FollowTarget;
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public override void Set(ProjectileData _data)
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public override void Set(ProjectileData _data)
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{
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{
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base.Set(_data);
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base.Set(_data);
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@ -17,7 +19,7 @@ public class Projectile_FollowShooter : ProjectileBase
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{
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{
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yield return null;
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yield return null;
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m_ProjecTileData.LifeTime -= Time.deltaTime;
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m_ProjecTileData.LifeTime -= Time.deltaTime;
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transform.position = m_ProjecTileData.shooter.Get_position();
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transform.position = FollowTarget ? m_ProjecTileData.target.Get_position() : m_ProjecTileData.shooter.Get_position();
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}
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}
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Off(true);
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Off(true);
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@ -8,6 +8,8 @@ TagManager:
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- Mob
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- Mob
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- Pet
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- Pet
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- Summon
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- Summon
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- DropItem
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- Bullet
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layers:
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layers:
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- Default
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- Default
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- TransparentFX
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- TransparentFX
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@ -15,7 +17,7 @@ TagManager:
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- Actor
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- Actor
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- Water
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- Water
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- UI
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- UI
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-
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- Map
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-
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-
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-
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-
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-
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-
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