골렘 차일드 스킬2 다단히트로 변경
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m_Name: Golem_Child_Skill2
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@ -70,7 +75,7 @@ BoxCollider:
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@ -42,8 +42,8 @@ public class Boss_GolemChild : BossMobActor
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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//CoolTime_Skill1 = 10000f;
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CoolTime_Skill2 = 20000f;
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CoolTime_Skill1 = 10000f;
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//CoolTime_Skill2 = 20000f;
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}
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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@ -147,16 +147,19 @@ public class Boss_GolemChild : BossMobActor
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dic_indicator[1].transform.position = targetPos;
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yield return new WaitForSeconds(Skill2ChargingTime);
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dic_indicator[1].SetActive(false);
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AnimationPlay("boss_skill2attack");
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AnimationPlay("boss_skill2attack"); // 스킬 발사
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(1.0f);
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dic_indicator[1].SetActive(false); // 인디케이터 끄기
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//yield return new WaitForSeconds(0.5f);
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yield return new WaitForSeconds(3f); // 테스트용
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Init(false, true);
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Check_Battle();
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yield return new WaitForSeconds(3.5f);
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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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//ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2After", this, m_Target, Get_Skill2Dmg(), targetPos, 3f);
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}
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protected override float Get_Skill2Dmg() { return Skill2Dmg; }
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@ -5,9 +5,11 @@ using UnityEngine;
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public class Projectile_StopAndColliderControl : ProjectileBase
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{
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public Collider m_Collider;
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[Header("다단히트 시간(0 이상일 때 우선 적용")]
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[Header("충돌박스가 켜질 딜레이 시간")]
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public float ColliderActiveDealyTime = 0f;
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[Header("다단히트 시간(0 초과 시 우선 적용)")]
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public float LoopTime = 0f;
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[Header("다단히트 갯수(시간이 0이하일 때 적용)")]
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[Header("다단히트 갯수(다단히트 시간이 0이하 시 적용)")]
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public int Loop = 1;
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[Header("충돌박스가 꺼졌다 켜지는 시간(0 == 1프레임)")]
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public float DelayTime = 1f;
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@ -28,27 +30,41 @@ public class Projectile_StopAndColliderControl : ProjectileBase
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protected IEnumerator Co_Collider()
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{
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int loopCount = Loop;
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m_Collider.enabled = false;
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yield return new WaitForSeconds(ColliderActiveDealyTime);
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if (LoopTime > 0f)
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{
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float oneCycleTime = Mathf.Max(DelayTime, Time.deltaTime) + (ColliderActiveFrame / 60f);
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loopCount = Mathf.FloorToInt(LoopTime / oneCycleTime);
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loopCount = Mathf.Max(loopCount, 1); // 최소 1회는 보장
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}
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var loop = LoopTime;
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while (loop > 0f)
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{
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yield return new WaitForSeconds(DelayTime);
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loop -= DelayTime;
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for (int i = 0; i < loopCount; i++)
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m_Collider.enabled = true;
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for (int j = 0; j < ColliderActiveFrame; j++)
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yield return null;
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m_Collider.enabled = false;
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}
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}
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else
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{
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m_Collider.enabled = false;
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yield return new WaitForSeconds(DelayTime > 0f ? DelayTime : Time.deltaTime);
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m_Collider.enabled = true;
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for (int i = 0; i < Loop; i++)
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{
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yield return new WaitForSeconds(DelayTime > 0f ? DelayTime : Time.deltaTime);
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m_Collider.enabled = true;
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for (int j = 0; j < ColliderActiveFrame; j++)
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yield return null;
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for (int j = 0; j < ColliderActiveFrame; j++)
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yield return null;
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m_Collider.enabled = false;
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}
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}
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m_Collider.enabled = false;
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act_End?.Invoke();
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act_End = null;
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Off(true);
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}
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}
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