스킬2 뒤로 이동 및 공격 (공격 데미지 확인 필요)

This commit is contained in:
Ino 2025-05-31 09:02:24 +09:00
parent 3ac4be1b26
commit a4af010ecb
4 changed files with 28 additions and 35 deletions

View File

@ -37,8 +37,7 @@ AnimatorState:
m_Name: boss_skill2attack
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
- {fileID: -1817860119406034739}
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@ -82,28 +81,6 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1101 &-1817860119406034739
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions: []
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 110209958}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.82352936
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &-1474959815214701863
AnimatorState:
serializedVersion: 6
@ -323,7 +300,7 @@ AnimatorStateMachine:
m_Position: {x: 380, y: -20, z: 0}
- serializedVersion: 1
m_State: {fileID: -4774604985014823072}
m_Position: {x: 380, y: -80, z: 0}
m_Position: {x: 380, y: -70, z: 0}
- serializedVersion: 1
m_State: {fileID: -1474959815214701863}
m_Position: {x: 120, y: -30, z: 0}

View File

@ -25,6 +25,7 @@ public class Actor : MyCoroutine
{
_curanim = value;
//if (IsRole(eRole.PC)) Debug.Log("애님 변경 " + value);
if (IsRole(eRole.Mob) && IsSubRole(eSubRol.Boss)) Debug.Log("애님 변경 " + value);
}
}
public Animator m_animation;

View File

@ -24,6 +24,8 @@ public class Boss_GolemChild : BossMobActor
public float Skill2Dmg = 3f;
[Header("스킬2 인디케이터")]
public string Skill2Indicator = "Golem_Child_Skill2_Indicator";
[Header("스킬2 후속 공격 데미지")]
public float DmgAfterSkill2 = 2f;
ProjectileBase pb_skill1after, pb_Lock, pb_LockExp;
@ -156,16 +158,26 @@ public class Boss_GolemChild : BossMobActor
yield return new WaitForSeconds(1.5f);
InGameInfo.Ins.Show_Effect("Effect_Teleport", Get_position());
yield return new WaitForSeconds(0.5f);
var backpos = DSUtil.Get_RandomPos_onNavMesh(Get_PositionBack(15f), 0f, 0f);
var moveDist = 15f;
var backpos = DSUtil.Get_RandomPos_onNavMesh(Get_PositionBack(moveDist), 0f, 0f);
Set_Warp(backpos);
////////////////////////////////////
yield return new WaitForSeconds(3.5f);
Init(false, true);
Check_Battle();
var afterCount = 5;
var dist = (moveDist - 1f) / afterCount;
for (int i = afterCount; i > 0; i--)
{
yield return new WaitForSeconds(0.5f);
// 추가 데미지
//ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2After", this, m_Target, Get_Skill2Dmg(), targetPos, 3f);
var offset = dist * i;
var pos = Get_PositionFoward_OnNavMesh(offset);
ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2After", this, m_Target, DmgAfterSkill2, pos, 3f);
}
yield return new WaitForSeconds(0.5f);
Init(false, true);
Change_MobStatus(eMobStatus.Attack); // 타겟 재설정되면 안됨
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }

View File

@ -110,7 +110,7 @@ public class BossMobActor : MobActor
if (CoolTime_PassiveSkill > 0f) CoolTime_PassiveSkill -= Time.deltaTime;
if (CoolTime_PassiveSkill <= 0f)
{
if (isTarget && m_Stat.Get_Stat(eStat.StartleBehind) > 0)
if (isTarget && m_Stat.Get_Stat(eStat.StartleBehind) > 0 && MobStatus != eMobStatus.Skill)
{
var skillData = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
if (Vector3.Distance(Get_position(), m_Target.Get_position()) > skillData.f_ExtraValue1)
@ -126,9 +126,12 @@ public class BossMobActor : MobActor
yield return new WaitForSeconds(0.5f);
m_Target.Stun(skillData.f_ExtraValue2, true);
Set_Warp(Get_TeleportPostion(m_Target, -skillData.f_ExtraValue3));
Change_MobStatus(eMobStatus.Attack);
if (isTarget)
{
m_Target.Stun(skillData.f_ExtraValue2, true);
Set_Warp(Get_TeleportPostion(m_Target, -skillData.f_ExtraValue3));
Change_MobStatus(eMobStatus.Attack);
}
}
protected virtual float Get_Skill1Dmg() { return 1f; }