칼날 폭풍, 따라가는 연속히트 추가
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|
||||
Skill2ChargingTime: 1
|
||||
Skill2Dmg: 3
|
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|
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--- !u!95 &1800107685983795529
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@ -820,7 +820,7 @@ public class Actor : MyCoroutine
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{
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@ -828,13 +828,14 @@ public class Actor : MyCoroutine
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Weapon_OnOff(true);
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OptionInfo.Ins.PCMove = true;
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actVisible?.Invoke();
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}
|
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protected virtual void Weapon_OnOff(bool active) { }
|
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protected void Model_OnOff(bool active) { for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = active; }
|
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#endregion
|
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|
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public int Get_ID() { return m_ID; }
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
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|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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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()
|
||||
|
|
|
|||
Loading…
Reference in New Issue