Lusif_B 작업 중...

This commit is contained in:
Ino 2025-06-19 07:21:14 +09:00
parent 717fb079f6
commit 93e2c50aab
31 changed files with 23529 additions and 109 deletions

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@ -8,6 +8,8 @@ public class Boss_LusifB_Actor : BossMobActor
public float Skill1CoolTime = 8f;
[Header("스킬1 데미지")]
public float Skill1Dmg = 3.5f;
[Header("스킬1 차징시간")]
public float Skill1ChargingTime = 4f;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
@ -25,11 +27,14 @@ public class Boss_LusifB_Actor : BossMobActor
{
base.Set(mobtable, pos, actDie, order, noDmgTime);
Load_Indicator("BossLusif_Skill1_Indicator", 0);
Load_Indicator("BossLusif_B_Skill1_Indicator", 0);
CoolTime_Skill1 = 1f;
CoolTime_Skill2 = 2f;
//CoolTime_Skill1 = 10000f;
CoolTime_Skill2 = 20000f;
action_pb = pb =>
{
pb.transform.eulerAngles = transform.eulerAngles;
@ -62,11 +67,12 @@ public class Boss_LusifB_Actor : BossMobActor
IEnumerator Co_Skill1()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1charging");
dic_indicator[0].SetActive(true);
dic_indicator[0].transform.position = Get_PositionFoward(2.5f);
dic_indicator[0].transform.eulerAngles = transform.eulerAngles;
dic_indicator[0].transform.position = Get_position();
InGameInfo.Ins.Show_Effect("Effect_Lusif_B_Skill1Charging", this, eEffectLocation.Mid, Skill1ChargingTime);
yield return new WaitForSeconds(1.0f);
yield return new WaitForSeconds(Skill1ChargingTime);
AnimationPlay("boss_skill1");
dic_indicator[0].SetActive(false);
@ -77,8 +83,8 @@ public class Boss_LusifB_Actor : BossMobActor
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
pb.transform.position = dic_indicator[0].transform.position;
pb.transform.eulerAngles = dic_indicator[0].transform.eulerAngles;
//pb.transform.position = dic_indicator[0].transform.position;
pb.transform.eulerAngles = Vector3.zero;
}
IEnumerator Co_Skill2()

View File

@ -8,7 +8,7 @@ public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleS
public class MobActor : Actor
{
public bool AttackPosisTargetCenterPos;
public bool AttackPosIsTargetCenterPos;
public Transform tf_MeeleAttackPos;
public int MagicID, HealCount;
public float HealRate = 0.1f;
@ -661,7 +661,7 @@ public class MobActor : Actor
}
Shoot_Projectile(m_MonsterTableData.s_Porjectile1, m_MonsterTableData.f_ProjectileLifeTime1,
useMeeleAttackPos ? tf_MeeleAttackPos.position : AttackPosisTargetCenterPos ? m_Target.Get_Center_position() : Get_CenterPositionFoward());
useMeeleAttackPos ? tf_MeeleAttackPos.position : AttackPosIsTargetCenterPos ? m_Target.Get_Center_position() : Get_CenterPositionFoward());
}
}

View File

@ -12,7 +12,7 @@ public class Projectile_Stop : ProjectileBase
m_ShowTimeOverEffect = false; // 근접 공격은 시간 다 됐을 때 이펙트 표시 x
if (!ShowTarget) transform.eulerAngles = new Vector3(0f, -30f); // x는 폭, z는 앞뒤 길이
else transform.eulerAngles = Vector3.up * transform.eulerAngles.y; // x 방향 등은 제거 (큰 몹은 위에서 아래로 보기 때문)
StartCoroutine(Co_Off(m_ProjecTileData.LifeTime));
StartCoroutine(Co_Off(m_ProjecTileData.LifeTime));
}
public void Set_FollowShooter() { StartCoroutine(Co_Follow()); }