칼날 폭풍, 따라가는 연속히트 추가
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protected virtual void Weapon_OnOff(bool active) { }
|
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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#endregion
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public int Get_ID() { return m_ID; }
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public int Get_ID() { return m_ID; }
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@ -0,0 +1,93 @@
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|
using System;
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|
using System.Collections;
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|
using System.Collections.Generic;
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|
using UnityEngine;
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|
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|
public class Boss_Anubis : BossMobActor
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|
{
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|
[Header("스킬1 쿨타임")]
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|
public float Skill1CoolTime = 18f;
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|
[Header("스킬1 칼날 폭풍 데미지")]
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public float Skill1Dmg = 2.2f;
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[Header("스킬1 에너지 차징 시간")]
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public float Skill1ChargingTime = 3f;
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|
[Header("스킬1 에너지 차징 시간")]
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public float Skill1LifeTime = 5f;
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|
[Header("---------------------------------------")]
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|
public bool Perforation_Line;
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|
[Header("스킬2 쿨타임")]
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|
public float Skill2CoolTime = 8f;
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[Header("스킬2 차징시간")]
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|
public float Skill2ChargingTime = 1f;
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|
[Header("스킬2 데미지")]
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|
public float Skill2Dmg = 3f;
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|
[Header("스킬2 인디케이터")]
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|
public string Skill2Indicator = "Golem_Child_Skill2_Indicator";
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|
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|
ProjectileBase pb_Skill1;
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|
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|
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
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|
{
|
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|
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 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 085a6e842f09bfb49b3568a637342f10
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -27,7 +27,7 @@ public class BossMobActor : MobActor
|
||||||
if (UseSkillIndex != 1 && CoolTime_Skill1 > 0f) CoolTime_Skill1 -= Time.deltaTime;
|
if (UseSkillIndex != 1 && CoolTime_Skill1 > 0f) CoolTime_Skill1 -= Time.deltaTime;
|
||||||
if (UseSkillIndex != 2 && CoolTime_Skill2 > 0f) CoolTime_Skill2 -= Time.deltaTime;
|
if (UseSkillIndex != 2 && CoolTime_Skill2 > 0f) CoolTime_Skill2 -= Time.deltaTime;
|
||||||
// 스킬 사용 결정
|
// 스킬 사용 결정
|
||||||
if (UseSkillIndex == 0 && MobStatus != eMobStatus.Skill)
|
if (isTarget && UseSkillIndex == 0 && MobStatus != eMobStatus.Skill)
|
||||||
{
|
{
|
||||||
bool skill1Ready = CanUseSkill1 && CoolTime_Skill1 <= 0f;
|
bool skill1Ready = CanUseSkill1 && CoolTime_Skill1 <= 0f;
|
||||||
bool skill2Ready = CanUseSkill2 && CoolTime_Skill2 <= 0f;
|
bool skill2Ready = CanUseSkill2 && CoolTime_Skill2 <= 0f;
|
||||||
|
|
|
||||||
|
|
@ -216,6 +216,10 @@ public class MobActor : Actor
|
||||||
}
|
}
|
||||||
Check_Patrol();
|
Check_Patrol();
|
||||||
break;
|
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 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ee660f9d68f0a924792251d65f13bf77
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -74,9 +74,13 @@ public class ProjectileData
|
||||||
}
|
}
|
||||||
public float Get_SkillDamagePercent()
|
public float Get_SkillDamagePercent()
|
||||||
{
|
{
|
||||||
var lv = shooter.Get_ServerData().Get_SkillLv(shooter.m_Role, m_SkillListTableData.n_SkillID);
|
if (!shooter.IsRole(eRole.Mob))
|
||||||
var tabledmg = m_SkillListTableData.Get_SkillDamage(shooter.Get_StatInfo(), lv);
|
{
|
||||||
return tabledmg + (float)shooter.Get_StatInfo().Get_Stat(eStat.SKILL_Multiplier) + AddDmgPercent;
|
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()
|
public ProjectileData Copy()
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue