lusif_b skill1 작업 중...
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|
@ -68,23 +68,30 @@ public class Boss_LusifB_Actor : BossMobActor
|
||||||
{
|
{
|
||||||
Change_MobStatus(eMobStatus.Skill);
|
Change_MobStatus(eMobStatus.Skill);
|
||||||
AnimationPlay("boss_skill1charging");
|
AnimationPlay("boss_skill1charging");
|
||||||
|
InGameInfo.Ins.Show_Effect("Effect_Lusif_B_Skill1Charging", this, eEffectLocation.Mid, Skill1ChargingTime + 0.1f);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
dic_indicator[0].SetActive(true);
|
dic_indicator[0].SetActive(true);
|
||||||
dic_indicator[0].transform.position = Get_position();
|
dic_indicator[0].transform.position = Get_position();
|
||||||
InGameInfo.Ins.Show_Effect("Effect_Lusif_B_Skill1Charging", this, eEffectLocation.Mid, Skill1ChargingTime);
|
|
||||||
|
|
||||||
yield return new WaitForSeconds(Skill1ChargingTime);
|
yield return new WaitForSeconds(Skill1ChargingTime);
|
||||||
AnimationPlay("boss_skill1");
|
AnimationPlay("boss_skill1");
|
||||||
dic_indicator[0].SetActive(false);
|
//dic_indicator[0].SetActive(false);
|
||||||
|
|
||||||
yield return new WaitForSeconds(0.5f);
|
yield return new WaitForSeconds(0.5f);
|
||||||
Check_Battle();
|
Check_Battle();
|
||||||
Init(true, false);
|
Init(true, false);
|
||||||
|
|
||||||
|
|
||||||
|
// 테스트
|
||||||
|
yield return new WaitForSeconds(1f);
|
||||||
|
dic_indicator[0].SetActive(false);
|
||||||
}
|
}
|
||||||
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
|
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
|
||||||
protected override void Set_Skill1Projectile(ProjectileBase pb)
|
protected override void Set_Skill1Projectile(ProjectileBase pb)
|
||||||
{
|
{
|
||||||
//pb.transform.position = dic_indicator[0].transform.position;
|
pb.transform.position = dic_indicator[0].transform.position;
|
||||||
pb.transform.eulerAngles = Vector3.zero;
|
pb.transform.eulerAngles = dic_indicator[0].transform.eulerAngles;
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator Co_Skill2()
|
IEnumerator Co_Skill2()
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue