스킬2 뒤로 이동 및 공격 (공격 데미지 확인 필요)
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@ -37,8 +37,7 @@ AnimatorState:
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m_Name: boss_skill2attack
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions:
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- {fileID: -1817860119406034739}
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m_Transitions: []
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@ -82,28 +81,6 @@ AnimatorState:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &-1817860119406034739
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions: []
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 110209958}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.82352936
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1102 &-1474959815214701863
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AnimatorState:
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serializedVersion: 6
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@ -323,7 +300,7 @@ AnimatorStateMachine:
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m_Position: {x: 380, y: -20, z: 0}
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- serializedVersion: 1
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m_State: {fileID: -4774604985014823072}
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m_Position: {x: 380, y: -80, z: 0}
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m_Position: {x: 380, y: -70, z: 0}
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- serializedVersion: 1
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m_State: {fileID: -1474959815214701863}
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m_Position: {x: 120, y: -30, z: 0}
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@ -25,6 +25,7 @@ public class Actor : MyCoroutine
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{
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_curanim = value;
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//if (IsRole(eRole.PC)) Debug.Log("애님 변경 " + value);
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if (IsRole(eRole.Mob) && IsSubRole(eSubRol.Boss)) Debug.Log("애님 변경 " + value);
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}
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}
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public Animator m_animation;
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@ -24,6 +24,8 @@ public class Boss_GolemChild : BossMobActor
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public float Skill2Dmg = 3f;
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[Header("스킬2 인디케이터")]
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public string Skill2Indicator = "Golem_Child_Skill2_Indicator";
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[Header("스킬2 후속 공격 데미지")]
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public float DmgAfterSkill2 = 2f;
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ProjectileBase pb_skill1after, pb_Lock, pb_LockExp;
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@ -156,16 +158,26 @@ public class Boss_GolemChild : BossMobActor
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yield return new WaitForSeconds(1.5f);
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InGameInfo.Ins.Show_Effect("Effect_Teleport", Get_position());
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yield return new WaitForSeconds(0.5f);
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var backpos = DSUtil.Get_RandomPos_onNavMesh(Get_PositionBack(15f), 0f, 0f);
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var moveDist = 15f;
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var backpos = DSUtil.Get_RandomPos_onNavMesh(Get_PositionBack(moveDist), 0f, 0f);
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Set_Warp(backpos);
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////////////////////////////////////
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yield return new WaitForSeconds(3.5f);
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Init(false, true);
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Check_Battle();
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var afterCount = 5;
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var dist = (moveDist - 1f) / afterCount;
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for (int i = afterCount; i > 0; i--)
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{
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yield return new WaitForSeconds(0.5f);
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// 추가 데미지
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//ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2After", this, m_Target, Get_Skill2Dmg(), targetPos, 3f);
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var offset = dist * i;
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var pos = Get_PositionFoward_OnNavMesh(offset);
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ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2After", this, m_Target, DmgAfterSkill2, pos, 3f);
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}
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yield return new WaitForSeconds(0.5f);
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Init(false, true);
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Change_MobStatus(eMobStatus.Attack); // 타겟 재설정되면 안됨
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}
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protected override float Get_Skill2Dmg() { return Skill2Dmg; }
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@ -110,7 +110,7 @@ public class BossMobActor : MobActor
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if (CoolTime_PassiveSkill > 0f) CoolTime_PassiveSkill -= Time.deltaTime;
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if (CoolTime_PassiveSkill <= 0f)
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{
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if (isTarget && m_Stat.Get_Stat(eStat.StartleBehind) > 0)
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if (isTarget && m_Stat.Get_Stat(eStat.StartleBehind) > 0 && MobStatus != eMobStatus.Skill)
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{
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var skillData = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
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if (Vector3.Distance(Get_position(), m_Target.Get_position()) > skillData.f_ExtraValue1)
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@ -126,9 +126,12 @@ public class BossMobActor : MobActor
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yield return new WaitForSeconds(0.5f);
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m_Target.Stun(skillData.f_ExtraValue2, true);
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Set_Warp(Get_TeleportPostion(m_Target, -skillData.f_ExtraValue3));
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Change_MobStatus(eMobStatus.Attack);
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if (isTarget)
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{
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m_Target.Stun(skillData.f_ExtraValue2, true);
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Set_Warp(Get_TeleportPostion(m_Target, -skillData.f_ExtraValue3));
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Change_MobStatus(eMobStatus.Attack);
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}
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}
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protected virtual float Get_Skill1Dmg() { return 1f; }
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