칼날 폭풍, 따라가는 연속히트 추가

This commit is contained in:
Ino 2025-02-22 14:59:52 +09:00
parent 55152474a9
commit 88fa7e3c56
18 changed files with 11072 additions and 9427 deletions

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protected virtual void Weapon_OnOff(bool active) { }
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#endregion
public int Get_ID() { return m_ID; }

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@ -0,0 +1,93 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Boss_Anubis : BossMobActor
{
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 18f;
[Header("스킬1 칼날 폭풍 데미지")]
public float Skill1Dmg = 2.2f;
[Header("스킬1 에너지 차징 시간")]
public float Skill1ChargingTime = 3f;
[Header("스킬1 에너지 차징 시간")]
public float Skill1LifeTime = 5f;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 8f;
[Header("스킬2 차징시간")]
public float Skill2ChargingTime = 1f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 3f;
[Header("스킬2 인디케이터")]
public string Skill2Indicator = "Golem_Child_Skill2_Indicator";
ProjectileBase pb_Skill1;
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
{
base.Set(mobtable, pos, actDie, order);
Load_Projectile("FieldBoss/Anubis_Skill1", Skill1Dmg, Vector3.zero, Skill1LifeTime, pb_Skill1, pb => pb_Skill1 = pb);
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");
InGameInfo.Ins.Show_Effect("Effect_AnubisCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
// 차징 중
yield return new WaitForSeconds(Skill1ChargingTime);
// 모습 끄기
Model_OnOff(false);
var pd = pb_Skill1.Get_ProjectTileData();
pd.LifeTime = Skill1LifeTime;
pb_Skill1.Set(pd);
m_NavMeshAgent.stoppingDistance = 0f;
float t = Skill1LifeTime;
while (t > 0f)
{
yield return null;
t -= Time.deltaTime;
if (isTarget)
{
Set_Path(m_Target.Get_position());
if (m_Target.IsDead()) break;
}
if (!isTarget || IsDead())
break;
}
Model_OnOff(true);
m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
pb_Skill1.gameObject.SetActive(false);
Check_Battle();
Init(true, false);
}
}

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@ -0,0 +1,11 @@
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@ -27,7 +27,7 @@ public class BossMobActor : MobActor
if (UseSkillIndex != 1 && CoolTime_Skill1 > 0f) CoolTime_Skill1 -= Time.deltaTime;
if (UseSkillIndex != 2 && CoolTime_Skill2 > 0f) CoolTime_Skill2 -= Time.deltaTime;
// 스킬 사용 결정
if (UseSkillIndex == 0 && MobStatus != eMobStatus.Skill)
if (isTarget && UseSkillIndex == 0 && MobStatus != eMobStatus.Skill)
{
bool skill1Ready = CanUseSkill1 && CoolTime_Skill1 <= 0f;
bool skill2Ready = CanUseSkill2 && CoolTime_Skill2 <= 0f;

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@ -216,6 +216,10 @@ public class MobActor : Actor
}
Check_Patrol();
break;
case eMobStatus.Skill:
if (!isTarget || (isTarget && m_Target.IsDead()))
Change_MobStatus(eMobStatus.PatrolWait);
break;
}
{

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@ -0,0 +1,39 @@
using System.Collections;
using UnityEngine;
public class Projectile_MultiHitFollowShooter : ProjectileBase
{
[Header("히트박스")]
public Collider m_Collider;
[Header("다단히트 딜레이 시간")]
public float HitDelayTime = 0.5f;
public override void Set(ProjectileData _data)
{
base.Set(_data);
if (DSUtil.CheckNull(m_Collider)) m_Collider = GetComponent<Collider>();
StartCoroutine(Co_HitUpdate());
}
IEnumerator Co_HitUpdate()
{
while (m_LifeTime > 0f)
{
m_Collider.enabled = true;
yield return null;
m_Collider.enabled = false;
yield return new WaitForSeconds(HitDelayTime);
m_LifeTime -= HitDelayTime;
}
Off(true);
}
private void Update()
{
transform.position = m_ProjecTileData.shooter.Get_position();
if (m_ProjecTileData.shooter.IsDead())
Off(true);
}
}

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@ -74,9 +74,13 @@ public class ProjectileData
}
public float Get_SkillDamagePercent()
{
var lv = shooter.Get_ServerData().Get_SkillLv(shooter.m_Role, m_SkillListTableData.n_SkillID);
var tabledmg = m_SkillListTableData.Get_SkillDamage(shooter.Get_StatInfo(), lv);
return tabledmg + (float)shooter.Get_StatInfo().Get_Stat(eStat.SKILL_Multiplier) + AddDmgPercent;
if (!shooter.IsRole(eRole.Mob))
{
var lv = shooter.Get_ServerData().Get_SkillLv(shooter.m_Role, m_SkillListTableData.n_SkillID);
var tabledmg = m_SkillListTableData.Get_SkillDamage(shooter.Get_StatInfo(), lv);
return tabledmg + (float)shooter.Get_StatInfo().Get_Stat(eStat.SKILL_Multiplier) + AddDmgPercent;
}
return 1f;
}
public ProjectileData Copy()