아이스 골렘 피격된 캐릭터를 뒤로 밀지 않고 옆으로 밀기 (연속 타격 방지, 밀리는 느낌 강화) 제외 완료
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98694ca8cc
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84194e23de
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@ -333,7 +333,7 @@ AnimatorState:
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m_CorrespondingSourceObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: skill2start
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m_Name: boss_skill2start
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m_Speed: 1
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m_Speed: 1
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m_CycleOffset: 0
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m_CycleOffset: 0
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m_Transitions: []
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m_Transitions: []
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 21402a1dc0f1d894393f6139de387822
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 369ae780e6d498242b15707e914aae00
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -25,7 +25,7 @@ Transform:
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m_GameObject: {fileID: 437242863882684775}
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m_GameObject: {fileID: 437242863882684775}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@ -260,6 +260,7 @@ MonoBehaviour:
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m_animation: {fileID: 0}
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m_animation: {fileID: 0}
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_target: {fileID: 0}
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_target: {fileID: 0}
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isTarget: 0
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isTarget: 0
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m_HUDUI: {fileID: 0}
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tf_MeeleAttackPos: {fileID: 2055484406614287527}
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tf_MeeleAttackPos: {fileID: 2055484406614287527}
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MagicID: 0
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MagicID: 0
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HealCount: 0
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HealCount: 0
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@ -52,8 +52,8 @@ BoxCollider:
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m_ProvidesContacts: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 3
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serializedVersion: 3
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m_Size: {x: 1.5, y: 5, z: 2.5}
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m_Size: {x: 4, y: 5, z: 4}
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m_Center: {x: 0, y: 0, z: 0.3}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!114 &-6224349354744785331
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--- !u!114 &-6224349354744785331
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -38,6 +38,11 @@ public class Boss_IceGolem : 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 = 100f;
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CoolTime_Skill2 = 1f;
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Skill1CoolTime = 100f;
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Skill2CoolTime = 1f;
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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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@ -61,7 +66,7 @@ public class Boss_IceGolem : BossMobActor
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AnimationPlay("boss_skill1start");
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AnimationPlay("boss_skill1start");
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dic_indicator[0].transform.position = Get_position();
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dic_indicator[0].transform.position = Get_position();
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dic_indicator[0].SetActive(true);
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dic_indicator[0].SetActive(true);
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Jump(0.5f, 3f, 2f, 5f, () =>
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Jump(1.0f, 3f, 2f, 5f, () =>
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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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Init(true, false);
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Init(true, false);
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@ -82,8 +87,10 @@ public class Boss_IceGolem : BossMobActor
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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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if (isTarget) dic_indicator[1].transform.LookAt(m_Target.transform);
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if (isTarget) dic_indicator[1].transform.LookAt(m_Target.transform);
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var chargingTime = 3f;
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InGameInfo.Ins.Show_Effect("Effect_IceGolem_Skill2Charging", this, eEffectLocation.Bottom, chargingTime);
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float t = 0f;
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float t = 0f;
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while (t < 3f)
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while (t < chargingTime)
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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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t += Time.deltaTime;
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t += Time.deltaTime;
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@ -98,6 +105,8 @@ public class Boss_IceGolem : BossMobActor
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if (isTarget)
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if (isTarget)
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{
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{
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InGameInfo.Ins.Show_Effect("Effect_IceGolem_Skill2Dash", this, eEffectLocation.Mid, 5f, effect =>
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{ effect.transform.eulerAngles = transform.eulerAngles; });
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AnimationPlay("boss_skill2runattack");
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AnimationPlay("boss_skill2runattack");
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transform.LookAt(m_Target.transform);
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transform.LookAt(m_Target.transform);
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m_NavMeshAgent.stoppingDistance = 0.1f;
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m_NavMeshAgent.stoppingDistance = 0.1f;
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