lusif 기본 세팅, 기본 공격, 패시브, 스킬2

This commit is contained in:
Ino 2025-02-27 14:18:17 +09:00
parent 828688c021
commit a28c339435
15 changed files with 754 additions and 271 deletions

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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

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@ -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; }

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@ -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)
{