lusif 기본 세팅, 기본 공격, 패시브, 스킬2
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ReceiveGI: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_AdditionalVertexStreams: {fileID: 0}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 59b0d5af978cdd5478f57ee8b2bfc831
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
|
|
@ -2121,12 +2121,6 @@ public class Actor : MyCoroutine
|
|||
m_NavMeshAgent.ResetPath();
|
||||
}
|
||||
}
|
||||
public virtual void Indicator(int a)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 1, a);
|
||||
#endif
|
||||
}
|
||||
public virtual void FootR(string s)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
|
|
|
|||
|
|
@ -1,7 +1,17 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class Boss_LusifActor : BossMobActor
|
||||
{
|
||||
[Header("스킬1 쿨타임")]
|
||||
public float Skill1CoolTime = 8f;
|
||||
[Header("스킬1 데미지")]
|
||||
public float Skill1Dmg = 3.5f;
|
||||
[Header("---------------------------------------")]
|
||||
public bool Perforation_Line;
|
||||
[Header("스킬2 쿨타임")]
|
||||
public float Skill2CoolTime = 1.5f;
|
||||
[Header("스킬2 발동 조건 범위")]
|
||||
public float Skill2Dist = 10f;
|
||||
[Header("스킬2 투사체 갯수")]
|
||||
|
|
@ -11,64 +21,82 @@ public class Boss_LusifActor : BossMobActor
|
|||
[Header("스킬2 데미지")]
|
||||
public float Skill2Dmg = 1.5f;
|
||||
|
||||
int Skill2Count;
|
||||
float Skill2DelayTime;
|
||||
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
|
||||
{
|
||||
base.Set(mobtable, pos, actDie, order, noDmgTime);
|
||||
|
||||
Load_Indicator("BossLusif_Skill1_Indicator", 0);
|
||||
|
||||
CoolTime_Skill1 = 1f;
|
||||
CoolTime_Skill2 = 2f;
|
||||
}
|
||||
|
||||
protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
|
||||
{
|
||||
base.Init(initSkill1CoolTime, initSkill2CoolTime);
|
||||
if (initSkill1CoolTime) CoolTime_Skill1 = 5f;
|
||||
if (initSkill2CoolTime) CoolTime_Skill2 = 1.5f;
|
||||
}
|
||||
|
||||
public override void On_Regen(bool reincarnation = false, float healrate = 1)
|
||||
{
|
||||
base.On_Regen(reincarnation, healrate);
|
||||
Skill2Count = 0;
|
||||
if (initSkill1CoolTime) CoolTime_Skill1 = Skill1CoolTime;
|
||||
if (initSkill2CoolTime) CoolTime_Skill2 = Skill2CoolTime;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
if (IsDead()) return;
|
||||
if (IsDead() || IsStop) return;
|
||||
|
||||
if (UseSkillIndex == 2)
|
||||
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
||||
StartCoroutine(Co_Skill1());
|
||||
else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
|
||||
{
|
||||
if (Skill2Count > 0)
|
||||
{
|
||||
Skill2DelayTime -= Time.deltaTime;
|
||||
if (Skill2DelayTime <= 0f)
|
||||
{
|
||||
Skill2DelayTime = Skill2Delay;
|
||||
--Skill2Count;
|
||||
AnimationPlay("boss_skill2");
|
||||
if (Skill2Count == 0)
|
||||
{
|
||||
Init(false, true);
|
||||
Change_MobStatus(eMobStatus.Attack);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (isTarget && Vector3.Distance(Get_position(), m_Target.Get_position()) >= Skill2Dist)
|
||||
{
|
||||
if (Skill2Count == 0 && CoolTime_Skill2 <= 0f)
|
||||
{
|
||||
Skill2Count = Skill2ProjectileCount;
|
||||
Skill2DelayTime = Skill2Delay;
|
||||
Change_MobStatus(eMobStatus.Skill);
|
||||
}
|
||||
}
|
||||
if (isTarget && !DSUtil.WithInDistance(Get_position(), m_Target.Get_position(), Skill2Dist))
|
||||
StartCoroutine(Co_Skill2());
|
||||
else
|
||||
UseSkillIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Change_MobStatus(eMobStatus mobStatus)
|
||||
IEnumerator Co_Skill1()
|
||||
{
|
||||
base.Change_MobStatus(mobStatus);
|
||||
if (MobStatus == eMobStatus.BattleStop)
|
||||
//Change_MobStatus(eMobStatus.Skill);
|
||||
//AnimationPlay("boss_skill1charging");
|
||||
//InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
|
||||
//dic_indicator[0].SetActive(false);
|
||||
|
||||
//yield return new WaitForSeconds(Skill1ChargingTime);
|
||||
|
||||
//if (isTarget)
|
||||
// for (int i = 0; i < Skill1Count; i++)
|
||||
// {
|
||||
// dic_indicator[0].SetActive(true);
|
||||
// dic_indicator[0].transform.position = m_Target.Get_position();
|
||||
// yield return new WaitForSeconds(Skill1DelayTime);
|
||||
// AnimationPlay("boss_skill1attack");
|
||||
// dic_indicator[0].SetActive(false);
|
||||
// yield return new WaitForSeconds(Skill1DelayTime);
|
||||
// }
|
||||
|
||||
//dic_indicator[0].SetActive(false);
|
||||
//Check_Battle();
|
||||
//Init(true, false);
|
||||
yield return null;
|
||||
Check_Battle();
|
||||
Init(true, false);
|
||||
}
|
||||
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
|
||||
protected override Vector3 Get_Skill1Pos() { return dic_indicator[0].transform.position; }
|
||||
|
||||
IEnumerator Co_Skill2()
|
||||
{
|
||||
Change_MobStatus(eMobStatus.Skill);
|
||||
for (int i = 0; i < Skill2ProjectileCount; i++)
|
||||
{
|
||||
Skill2Count = 0;
|
||||
CoolTime_Skill2 = 1.5f;
|
||||
AnimationPlay("boss_skill2");
|
||||
if (isTarget) transform.LookAt(m_Target.transform);
|
||||
yield return new WaitForSeconds(Skill2Delay);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
Check_Battle();
|
||||
Init(false, true);
|
||||
}
|
||||
|
||||
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
|
||||
|
|
|
|||
|
|
@ -13,6 +13,8 @@ using Random = UnityEngine.Random;
|
|||
using PlayFab.ClientModels;
|
||||
using UnityEngine.AI;
|
||||
using CodeStage.AntiCheat.ObscuredTypes;
|
||||
using static UnityEngine.GraphicsBuffer;
|
||||
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
|
@ -1080,6 +1082,8 @@ public static partial class DSUtil
|
|||
|
||||
public static float Get_SliderValue(float f) { return float.IsNaN(f) ? 0f : f; }
|
||||
|
||||
public static bool WithInDistance(Vector3 a, Vector3 b, float dist) { return (a - b).sqrMagnitude <= dist * dist; }
|
||||
|
||||
|
||||
static public List<int> Get_T_List(List<ObscuredInt> lst)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue