shaga 보스 완료
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@ -97,7 +97,6 @@ public class Actor : MyCoroutine
|
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dic_skillextra[key] = false;
|
dic_skillextra[key] = false;
|
||||||
foreach (var key in dic_CCEffect.Keys.ToList())
|
foreach (var key in dic_CCEffect.Keys.ToList())
|
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dic_CCEffect[key].Off_Imm();
|
dic_CCEffect[key].Off_Imm();
|
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NoDmgTime = 0f;
|
|
||||||
}
|
}
|
||||||
protected void Check_CCAddRate(eCC cc, Actor actor, double v = 0)
|
protected void Check_CCAddRate(eCC cc, Actor actor, double v = 0)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -32,9 +32,9 @@ public class Boss_Angez_B : BossMobActor
|
||||||
SkillListTableData m_Stun1 = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Stun, f_ExtraValue4 = 1f };
|
SkillListTableData m_Stun1 = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Stun, f_ExtraValue4 = 1f };
|
||||||
SkillListTableData m_Stun2 = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Stun, f_ExtraValue4 = 1f };
|
SkillListTableData m_Stun2 = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Stun, f_ExtraValue4 = 1f };
|
||||||
|
|
||||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
Load_Indicator("BossAngez_B_Skill1_Indicator", 0);
|
Load_Indicator("BossAngez_B_Skill1_Indicator", 0);
|
||||||
Load_Indicator("BossAngez_B_Skill2_Indicator", 1);
|
Load_Indicator("BossAngez_B_Skill2_Indicator", 1);
|
||||||
|
|
|
||||||
|
|
@ -27,9 +27,9 @@ public class Boss_Angez_C : BossMobActor
|
||||||
|
|
||||||
SkillListTableData m_Burn = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Burn, f_ExtraValue4 = 1f };
|
SkillListTableData m_Burn = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Burn, f_ExtraValue4 = 1f };
|
||||||
|
|
||||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
Load_Indicator("BossAngez_C_Skill1_Indicator", 0);
|
Load_Indicator("BossAngez_C_Skill1_Indicator", 0);
|
||||||
Load_Indicator("BossAngez_C_Skill2_Indicator", 1);
|
Load_Indicator("BossAngez_C_Skill2_Indicator", 1);
|
||||||
|
|
|
||||||
|
|
@ -26,9 +26,9 @@ public class Boss_Anubis : BossMobActor
|
||||||
[Header("스킬2 투사체 속도")]
|
[Header("스킬2 투사체 속도")]
|
||||||
public float Skill2Speed = 15f;
|
public float Skill2Speed = 15f;
|
||||||
|
|
||||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
CoolTime_Skill1 = 1f;
|
CoolTime_Skill1 = 1f;
|
||||||
CoolTime_Skill2 = 2f;
|
CoolTime_Skill2 = 2f;
|
||||||
|
|
|
||||||
|
|
@ -29,9 +29,9 @@ public class Boss_BrotherPenguin : BossMobActor
|
||||||
SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
|
SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
|
||||||
SkillListTableData m_Barrier = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Barrier };
|
SkillListTableData m_Barrier = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Barrier };
|
||||||
|
|
||||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
Load_Indicator("BrotherPenguin_Skill1_Indicator", 0);
|
Load_Indicator("BrotherPenguin_Skill1_Indicator", 0);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -33,9 +33,9 @@ public class Boss_FlowerDryad : BossMobActor
|
||||||
|
|
||||||
SkillListTableData m_Poison = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Poison, f_ExtraValue4 = 1f };
|
SkillListTableData m_Poison = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Poison, f_ExtraValue4 = 1f };
|
||||||
|
|
||||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
Load_Indicator("BossFlowerDryad_Skill2_Indicator", 0);
|
Load_Indicator("BossFlowerDryad_Skill2_Indicator", 0);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -26,9 +26,9 @@ public class Boss_GolemChild : BossMobActor
|
||||||
|
|
||||||
ProjectileBase pb_Lock, pb_LockExp;
|
ProjectileBase pb_Lock, pb_LockExp;
|
||||||
|
|
||||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
Load_Indicator(Skill1Indicator, 0);
|
Load_Indicator(Skill1Indicator, 0);
|
||||||
Load_Indicator(Skill2Indicator, 1);
|
Load_Indicator(Skill2Indicator, 1);
|
||||||
|
|
|
||||||
|
|
@ -23,9 +23,9 @@ public class Boss_QueenUndead : BossMobActor
|
||||||
|
|
||||||
SkillListTableData m_SilenceCurse = new SkillListTableData { e_SkillExtraType = eSkillExtraType.SilenceCurse, f_ExtraValue4 = 1f };
|
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)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
m_SilenceCurse.f_ExtraValue1 = Skill1LifeTime;
|
m_SilenceCurse.f_ExtraValue1 = Skill1LifeTime;
|
||||||
m_SilenceCurse.f_ExtraValue2 = Skill1Manaburn;
|
m_SilenceCurse.f_ExtraValue2 = Skill1Manaburn;
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,7 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using WebSocketSharp;
|
||||||
|
|
||||||
public class Boss_Shaga : BossMobActor
|
public class Boss_Shaga : BossMobActor
|
||||||
{
|
{
|
||||||
|
|
@ -18,6 +19,12 @@ public class Boss_Shaga : BossMobActor
|
||||||
public bool Perforation_Line;
|
public bool Perforation_Line;
|
||||||
[Header("스킬2 쿨타임")]
|
[Header("스킬2 쿨타임")]
|
||||||
public float Skill2CoolTime = 20f;
|
public float Skill2CoolTime = 20f;
|
||||||
|
[Header("스킬2 쿨타임")]
|
||||||
|
public float Skill2ChargingTime = 3f;
|
||||||
|
[Header("스킬2 소환물 유지 시간")]
|
||||||
|
public float Skill2SummonLifeTime = 12f;
|
||||||
|
[Header("스킬2 소환 몬스터 ID")]
|
||||||
|
public int Skill2SummonMobID = 176;
|
||||||
[Header("스킬2 소환 갯수")]
|
[Header("스킬2 소환 갯수")]
|
||||||
public int Skill2SummonCount = 2;
|
public int Skill2SummonCount = 2;
|
||||||
[Header("스킬2 스탯 계승")]
|
[Header("스킬2 스탯 계승")]
|
||||||
|
|
@ -25,9 +32,9 @@ public class Boss_Shaga : BossMobActor
|
||||||
|
|
||||||
SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
|
SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
|
||||||
|
|
||||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
base.Set(mobtable, pos, actDie, order);
|
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||||
|
|
||||||
Load_Indicator("BossShaga_Skill1_Indicator", 0);
|
Load_Indicator("BossShaga_Skill1_Indicator", 0);
|
||||||
|
|
||||||
|
|
@ -53,8 +60,8 @@ public class Boss_Shaga : BossMobActor
|
||||||
|
|
||||||
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
||||||
StartCoroutine(Co_Skill1());
|
StartCoroutine(Co_Skill1());
|
||||||
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
|
else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
|
||||||
// StartCoroutine(Co_Skill2());
|
StartCoroutine(Co_Skill2());
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator Co_Skill1()
|
IEnumerator Co_Skill1()
|
||||||
|
|
@ -86,24 +93,39 @@ public class Boss_Shaga : BossMobActor
|
||||||
pd.m_SkillListTableData = m_Frost;
|
pd.m_SkillListTableData = m_Frost;
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
//var pd = pb.Get_ProjectTileData();
|
|
||||||
//pd.e_SkillExtraType = m_Frost.e_SkillExtraType;
|
|
||||||
//pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
|
|
||||||
//pd.m_SkillListTableData = m_Frost;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator Co_Skill2()
|
IEnumerator Co_Skill2()
|
||||||
{
|
{
|
||||||
Change_MobStatus(eMobStatus.Skill);
|
Change_MobStatus(eMobStatus.Skill);
|
||||||
AnimationPlay("boss_skill2");
|
AnimationPlay("boss_skill2charging");
|
||||||
|
InGameInfo.Ins.Show_Effect("Effect_Shaga_Charging", this, eEffectLocation.Bottom, Skill2ChargingTime);
|
||||||
|
|
||||||
yield return new WaitForSeconds(0.25f);
|
yield return new WaitForSeconds(Skill2ChargingTime);
|
||||||
|
AnimationPlay("boss_skill2attack");
|
||||||
|
// 무적 상태의 소환물 2기 소환
|
||||||
|
var mobData = table_monsterlist.Ins.Get_Data_orNull(Skill2SummonMobID);
|
||||||
|
for (int i = 0; i < Skill2SummonCount; i++)
|
||||||
|
{
|
||||||
|
AddrResourceMgr.Ins.LoadObject<GameObject>(mobData.s_MonsterPrefab, handle =>
|
||||||
|
{
|
||||||
|
var mob = DSUtil.Get_Clone<MobActor>(handle.Result, transform.parent);
|
||||||
|
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(mob.gameObject);
|
||||||
|
ActorInfo.Ins.Add_Actor(mob, eRole.Mob, m_MonsterAppearData.n_SpawnerID, mobData.s_MonsterPrefab);
|
||||||
|
mob.Set(true, null, null, m_MonsterAppearData.n_SpawnerID, false);
|
||||||
|
mob.Set(mobData, DSUtil.Get_RandomPos_onNavMesh(Get_position(), 2f), null, 0, Skill2SummonLifeTime);
|
||||||
|
mob.m_SubRole = eSubRol.Summon;
|
||||||
|
mob.On_Regen();
|
||||||
|
mob.Get_StatInfo().Reset_byStatInfo(Get_StatInfo(), Skill2StatRate);
|
||||||
|
list_summon.Add(mob);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
yield return new WaitForSeconds(0.25f);
|
yield return new WaitForSeconds(0.5f);
|
||||||
Check_Battle();
|
Check_Battle();
|
||||||
|
|
||||||
//yield return new WaitForSeconds(Skill2LifeTime);
|
|
||||||
Init(false, true);
|
Init(false, true);
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(Skill2SummonLifeTime - 0.5f);
|
||||||
|
list_summon.ForEach(f => f.Off());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -25,7 +25,7 @@ public class MobActor : Actor
|
||||||
protected NoSeeLongDMob m_NoSeeLongDMob;
|
protected NoSeeLongDMob m_NoSeeLongDMob;
|
||||||
bool useMeeleAttackPos;
|
bool useMeeleAttackPos;
|
||||||
bool isNSLDMob;
|
bool isNSLDMob;
|
||||||
List<Actor> list_summon = new List<Actor>();
|
protected List<Actor> list_summon = new List<Actor>();
|
||||||
|
|
||||||
protected override void Start()
|
protected override void Start()
|
||||||
{
|
{
|
||||||
|
|
@ -59,11 +59,12 @@ public class MobActor : Actor
|
||||||
#endif
|
#endif
|
||||||
Set_Warp(Get_position());
|
Set_Warp(Get_position());
|
||||||
}
|
}
|
||||||
public virtual void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
|
public virtual void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||||
{
|
{
|
||||||
m_Role = eRole.Mob;
|
m_Role = eRole.Mob;
|
||||||
m_SubRole = mobtable.e_MonsterType;
|
m_SubRole = mobtable.e_MonsterType;
|
||||||
m_actDie = actDie;
|
m_actDie = actDie;
|
||||||
|
NoDmgTime = noDmgTime;
|
||||||
bool IsBoss = IsSubRole(eSubRol.Boss);
|
bool IsBoss = IsSubRole(eSubRol.Boss);
|
||||||
m_MonsterTableData = mobtable;
|
m_MonsterTableData = mobtable;
|
||||||
transform.localScale = m_MonsterTableData.f_DefaultScale * Vector3.one;
|
transform.localScale = m_MonsterTableData.f_DefaultScale * Vector3.one;
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue