Angez_B 완료

This commit is contained in:
Ino 2025-02-25 09:53:33 +09:00
parent e59e72895c
commit 9d4f41acac
29 changed files with 84865 additions and 91 deletions

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@ -39,6 +39,7 @@ public class Boss_Angez_B : BossMobActor
base.Set(mobtable, pos, actDie, order);
Load_Indicator("BossAngez_B_Skill1_Indicator", 0);
Load_Indicator("BossAngez_B_Skill2_Indicator", 1);
m_Stun1.f_ExtraValue1 = Skill1StunTime;
m_Stun2.f_ExtraValue1 = Skill2StunTime;
@ -61,8 +62,8 @@ public class Boss_Angez_B : BossMobActor
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill1());
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
// StartCoroutine(Co_Skill2());
else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill2());
}
IEnumerator Co_Skill1()
@ -70,27 +71,27 @@ public class Boss_Angez_B : BossMobActor
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1charging");
InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
list_indicator[0].SetActive(false);
dic_indicator[0].SetActive(false);
yield return new WaitForSeconds(Skill1ChargingTime);
if (isTarget)
for (int i = 0; i < Skill1Count; i++)
{
list_indicator[0].SetActive(true);
list_indicator[0].transform.position = m_Target.Get_position();
dic_indicator[0].SetActive(true);
dic_indicator[0].transform.position = m_Target.Get_position();
yield return new WaitForSeconds(Skill1DelayTime);
AnimationPlay("boss_skill1attack");
list_indicator[0].SetActive(false);
dic_indicator[0].SetActive(false);
yield return new WaitForSeconds(Skill1DelayTime);
}
list_indicator[0].SetActive(false);
dic_indicator[0].SetActive(false);
Check_Battle();
Init(true, false);
}
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override Vector3 Get_Skill1Pos() { return list_indicator[0].transform.position; }
protected override Vector3 Get_Skill1Pos() { return dic_indicator[0].transform.position; }
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
@ -102,15 +103,21 @@ public class Boss_Angez_B : BossMobActor
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2");
list_indicator[0].SetActive(true);
list_indicator[0].transform.position = Get_position();
AnimationPlay("boss_skill1charging");
InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging2", this, eEffectLocation.Mid, Skill1ChargingTime,
effect =>
{
effect.transform.position = Get_PositionFoward(1f);
});
dic_indicator[1].SetActive(true);
dic_indicator[1].transform.position = Get_position();
dic_indicator[1].transform.eulerAngles = transform.eulerAngles;
yield return new WaitForSeconds(Skill2ChargingTime);
list_indicator[0].SetActive(false);
dic_indicator[1].SetActive(false);
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(3f);
yield return new WaitForSeconds(m_MonsterTableData.f_ProjectileLifeTime3);
Check_Battle();
Init(false, true);
}
@ -122,5 +129,12 @@ public class Boss_Angez_B : BossMobActor
pd.e_SkillExtraType = m_Stun2.e_SkillExtraType;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_Stun2;
pb.transform.position = dic_indicator[1].transform.position;
pb.transform.eulerAngles = dic_indicator[1].transform.eulerAngles;
}
public override void Get_Damage(DamageInfo _dinfo)
{
base.Get_Damage(_dinfo);
}
}

View File

@ -92,11 +92,11 @@ public class Boss_FlowerDryad : BossMobActor
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2");
list_indicator[0].SetActive(true);
list_indicator[0].transform.position = Get_position();
dic_indicator[0].SetActive(true);
dic_indicator[0].transform.position = Get_position();
yield return new WaitForSeconds(Skill2ChargingTime);
list_indicator[0].SetActive(false);
dic_indicator[0].SetActive(false);
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(3f);

View File

@ -62,17 +62,17 @@ public class Boss_GolemChild : BossMobActor
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1");
list_indicator[0].SetActive(true);
dic_indicator[0].SetActive(true);
// 투척 지점(타겟 위치)에 인디케이터 생성, 타겟이 없으면 앞으로 5m
var targetPos = isTarget ? m_Target.Get_position() : Get_PositionFoward(5f);
list_indicator[0].transform.position = targetPos;
dic_indicator[0].transform.position = targetPos;
pb_Lock.transform.position = tf_Skill1Pos.position;
pb_Lock.gameObject.SetActive(true);
// 투척 지점 보여준 뒤 인디케이터 끄고 던짐
yield return new WaitForSeconds(1f);
list_indicator[0].SetActive(false);
dic_indicator[0].SetActive(false);
(pb_Lock as Projectile_Curved).Launch_Curved(tf_Skill1Pos.position, targetPos + Vector3.up, 1f, 7.5f, true, () =>
{
var pd = pb_LockExp.Get_ProjectTileData();
@ -91,14 +91,14 @@ public class Boss_GolemChild : BossMobActor
AnimationPlay("boss_skill2charging");
InGameInfo.Ins.Show_Effect("Effect_GolemChildSkill2", this, eEffectLocation.Bottom, Skill2ChargingTime);
list_indicator[1].SetActive(true);
dic_indicator[1].SetActive(true);
// 투척 지점(타겟 위치)에 인디케이터 생성, 타겟이 없으면 앞으로 5m
var targetPos = isTarget ? m_Target.Get_position() : Get_PositionFoward(5f);
list_indicator[1].transform.position = targetPos;
dic_indicator[1].transform.position = targetPos;
yield return new WaitForSeconds(Skill2ChargingTime);
list_indicator[1].SetActive(false);
dic_indicator[1].SetActive(false);
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(1.5f);
@ -109,6 +109,6 @@ public class Boss_GolemChild : BossMobActor
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override void Set_Skill2Projectile(ProjectileBase pb)
{
pb.transform.position = list_indicator[1].transform.position;
pb.transform.position = dic_indicator[1].transform.position;
}
}

View File

@ -59,11 +59,11 @@ public class Boss_IceGolem : BossMobActor
Run_byUseSkill(Skill1TargetRange, Skill1Speed, success =>
{
AnimationPlay("boss_skill1start");
list_indicator[0].transform.position = Get_position();
list_indicator[0].SetActive(true);
dic_indicator[0].transform.position = Get_position();
dic_indicator[0].SetActive(true);
Jump(0.5f, 3f, 2f, 5f, () =>
{
list_indicator[0].SetActive(false);
dic_indicator[0].SetActive(false);
Init(true, false);
AnimationPlay("boss_skill1attack");
});
@ -78,9 +78,9 @@ public class Boss_IceGolem : BossMobActor
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2start");
list_indicator[1].SetActive(true);
list_indicator[1].transform.position = Get_position();
if (isTarget) list_indicator[1].transform.LookAt(m_Target.transform);
dic_indicator[1].SetActive(true);
dic_indicator[1].transform.position = Get_position();
if (isTarget) dic_indicator[1].transform.LookAt(m_Target.transform);
float t = 0f;
while (t < 3f)
@ -90,11 +90,11 @@ public class Boss_IceGolem : BossMobActor
if (isTarget)
{
transform.LookAt(m_Target.transform);
list_indicator[1].transform.LookAt(m_Target.transform);
dic_indicator[1].transform.LookAt(m_Target.transform);
}
else break;
}
list_indicator[1].SetActive(false);
dic_indicator[1].SetActive(false);
if (isTarget)
{

View File

@ -6,7 +6,7 @@ using Random = UnityEngine.Random;
public class BossMobActor : MobActor
{
protected List<GameObject> list_indicator = new List<GameObject>();
protected Dictionary<int, GameObject> dic_indicator = new Dictionary<int, GameObject>();
protected bool CanUseSkill1, CanUseSkill2;
protected float CoolTime_PassiveSkill, CoolTime_Skill1, CoolTime_Skill2;
protected int UseSkillIndex = 0;
@ -52,8 +52,8 @@ public class BossMobActor : MobActor
}
void InActiveAllIndicator()
{
for (int i = 0; i < list_indicator.Count; i++)
list_indicator[i].SetActive(false);
for (int i = 0; i < dic_indicator.Count; i++)
dic_indicator[i].SetActive(false);
}
public override void Del_Target(bool forcedel = false)
@ -133,10 +133,10 @@ public class BossMobActor : MobActor
protected void Load_Indicator(string prefab, int index)
{
if (list_indicator.Count <= index)
IndicatorInfo.Ins.Make_Indicator(prefab, go => { list_indicator.Add(go); go.SetActive(false); });
if (dic_indicator.ContainsKey(index))
dic_indicator[index].SetActive(false);
else
list_indicator[index].SetActive(false);
IndicatorInfo.Ins.Make_Indicator(prefab, go => { dic_indicator.Add(index, go); go.SetActive(false); });
}
protected void Load_Projectile(string prefab, float skilldmg, Vector3 pos, float lifetime, ProjectileBase _pb, Action<ProjectileBase> act_pb)
{

View File

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class IndicatorInfo : MonoBehaviourSingletonTemplate<IndicatorInfo>
@ -10,14 +11,20 @@ public class IndicatorInfo : MonoBehaviourSingletonTemplate<IndicatorInfo>
DontDestroyOnLoad(go.gameObject);
}
Dictionary<string, GameObject> dic_indicator = new Dictionary<string, GameObject>();
public void Make_Indicator(string indicatorName, Action<GameObject> action)
{
AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Obj/{indicatorName}.prefab", handle =>
{
var go = DSUtil.Get_Clone(handle.Result);
go.transform.parent = transform;
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(go);
action(go);
});
if (dic_indicator.ContainsKey(indicatorName))
action(dic_indicator[indicatorName]);
else
AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Obj/{indicatorName}.prefab", handle =>
{
var go = DSUtil.Get_Clone(handle.Result);
go.transform.parent = transform;
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(go);
action(go);
dic_indicator.Add(indicatorName, go);
});
}
}