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target: {fileID: 2723162309461623694, guid: 1fb5fd58cbcc4714eaf59008cbda15a1, + type: 3} + propertyPath: m_CullingMask.m_Bits + value: 95 + objectReference: {fileID: 0} - target: {fileID: 5448332676958061915, guid: 1fb5fd58cbcc4714eaf59008cbda15a1, type: 3} propertyPath: m_Name diff --git a/Assets/Script/Character/Actor.cs b/Assets/Script/Character/Actor.cs index 7ecabfeba..f1a0213f0 100644 --- a/Assets/Script/Character/Actor.cs +++ b/Assets/Script/Character/Actor.cs @@ -56,8 +56,7 @@ public class Actor : MyCoroutine { _isstop = value; //if (IsSubRole(eSubRol.Boss)) - if (IsRole(eRole.PC)) - Debug.Log("IsStop 변경 " + value); + //if (IsRole(eRole.PC)) Debug.Log("IsStop 변경 " + value); } } public bool m_IsLockTarget { get; set; } diff --git a/Assets/Script/Character/Mob/Boss/Boss_GolemChild.cs b/Assets/Script/Character/Mob/Boss/Boss_GolemChild.cs index bf1499242..d5cddec41 100644 --- a/Assets/Script/Character/Mob/Boss/Boss_GolemChild.cs +++ b/Assets/Script/Character/Mob/Boss/Boss_GolemChild.cs @@ -1,3 +1,4 @@ +using System.Collections; using UnityEngine; public class Boss_GolemChild : BossMobActor @@ -8,6 +9,9 @@ public class Boss_GolemChild : BossMobActor public float Skill1Dmg = 3.8f; [Header("스킬1 바위 폭파 광역 데미지")] public float Skill1AreaDmg = 1.2f; + [Header("스킬1 인디케이터")] + public string Skill1Indicator = "Golem_Child_Skill1_Indicator"; + public Transform tf_Skill1Pos; [Header("---------------------------------------")] public bool Perforation_Line; [Header("스킬2 쿨타임")] @@ -19,10 +23,20 @@ public class Boss_GolemChild : BossMobActor [Header("스킬2 데미지")] public float Skill2Dmg = 3f; + Projectile_Curved pc_Lock; + ProjectileBase pb_LockExp; + public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false) { base.Set(isEnemy, owner, sdata, _id, _stop, _ui); + if (DSUtil.CheckNull(go_indicator1)) IndicatorInfo.Ins.Make_Indicator(Skill1Indicator, go => { go_indicator1 = go; }); + + ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Lock", this, m_Target, Skill1Dmg, tf_Skill1Pos.position, 10f, + pb => { pc_Lock = pb as Projectile_Curved; pc_Lock.gameObject.SetActive(false); }); + ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_LockExp", this, m_Target, Skill1AreaDmg, tf_Skill1Pos.position, 10f, + pb => { pb_LockExp = pb; pb_LockExp.gameObject.SetActive(false); }); + CoolTime_Skill1 = 1f; CoolTime_Skill2 = 2f; } @@ -39,9 +53,46 @@ public class Boss_GolemChild : BossMobActor base.Update(); if (IsDead() || IsStop) return; - //if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill) - // StartCoroutine(Co_Skill1()); + if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill) + StartCoroutine(Co_Skill1()); //else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill) // StartCoroutine(Co_Skill2()); } + + IEnumerator Co_Skill1() + { + Change_MobStatus(eMobStatus.Skill); + AnimationPlay("boss_skill1"); + go_indicator1.SetActive(true); + + // 투척 지점(타겟 위치)에 인디케이터 생성, 타겟이 없으면 앞으로 5m + var targetPos = isTarget ? m_Target.Get_position() : Get_PositionFoward(5f); + go_indicator1.transform.position = targetPos; + pc_Lock.transform.position = tf_Skill1Pos.position; + pc_Lock.gameObject.SetActive(true); + + // 투척 지점 보여준 뒤 인디케이터 끄고 던짐 + yield return new WaitForSeconds(1f); + go_indicator1.SetActive(false); + pc_Lock.Launch_Curved(tf_Skill1Pos.position, targetPos + Vector3.up, 1f, 7.5f, true, () => + { + var pd = pb_LockExp.Get_ProjectTileData(); + pd.LifeTime = 1f; + pb_LockExp.Set(pd); + pb_LockExp.transform.position = targetPos + Vector3.up; + }); + + yield return new WaitForSeconds(1f); + Check_Battle(); + Init(true, false); + } + IEnumerator Co_Skill2() + { + Change_MobStatus(eMobStatus.Skill); + AnimationPlay("boss_skill2"); + InGameInfo.Ins.Show_Effect("Effect_MinotosSkill2", this, eEffectLocation.Bottom, Skill2LifeTime); + yield return new WaitForSeconds(0.5f); + Check_Battle(); + Init(false, true); + } } diff --git a/Assets/Script/Character/Projectile/ProjectileBase.cs b/Assets/Script/Character/Projectile/ProjectileBase.cs index 1785c54a7..44a92b580 100644 --- a/Assets/Script/Character/Projectile/ProjectileBase.cs +++ b/Assets/Script/Character/Projectile/ProjectileBase.cs @@ -124,6 +124,8 @@ public class ProjectileData public class ProjectileBase : MonoBehaviour { + [Header("충돌 레이어")] + public string ColliderLayer = "Actor"; [Header("관통 여부")] public bool m_Pierce; [Header("투사체 타격 시 나올 이펙트")] @@ -389,7 +391,7 @@ public class ProjectileBase : MonoBehaviour public virtual bool ProcessCollider(Collider other, bool Off_byHit = true, bool noDmg = false) { int targetLayer = other.gameObject.layer; - if (isProjectiledata && targetLayer == LayerMask.NameToLayer("Actor")) + if (isProjectiledata && targetLayer == LayerMask.NameToLayer(ColliderLayer)) { // 캐싱된 GetComponent 호출 if (!other.TryGetComponent(out var hitter)) return false;