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@ -56,8 +56,7 @@ public class Actor : MyCoroutine
|
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{
|
{
|
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_isstop = value;
|
_isstop = value;
|
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//if (IsSubRole(eSubRol.Boss))
|
//if (IsSubRole(eSubRol.Boss))
|
||||||
if (IsRole(eRole.PC))
|
//if (IsRole(eRole.PC)) Debug.Log("IsStop 변경 " + value);
|
||||||
Debug.Log("IsStop 변경 " + value);
|
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}
|
}
|
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}
|
}
|
||||||
public bool m_IsLockTarget { get; set; }
|
public bool m_IsLockTarget { get; set; }
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,4 @@
|
||||||
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class Boss_GolemChild : BossMobActor
|
public class Boss_GolemChild : BossMobActor
|
||||||
|
|
@ -8,6 +9,9 @@ public class Boss_GolemChild : BossMobActor
|
||||||
public float Skill1Dmg = 3.8f;
|
public float Skill1Dmg = 3.8f;
|
||||||
[Header("스킬1 바위 폭파 광역 데미지")]
|
[Header("스킬1 바위 폭파 광역 데미지")]
|
||||||
public float Skill1AreaDmg = 1.2f;
|
public float Skill1AreaDmg = 1.2f;
|
||||||
|
[Header("스킬1 인디케이터")]
|
||||||
|
public string Skill1Indicator = "Golem_Child_Skill1_Indicator";
|
||||||
|
public Transform tf_Skill1Pos;
|
||||||
[Header("---------------------------------------")]
|
[Header("---------------------------------------")]
|
||||||
public bool Perforation_Line;
|
public bool Perforation_Line;
|
||||||
[Header("스킬2 쿨타임")]
|
[Header("스킬2 쿨타임")]
|
||||||
|
|
@ -19,10 +23,20 @@ public class Boss_GolemChild : BossMobActor
|
||||||
[Header("스킬2 데미지")]
|
[Header("스킬2 데미지")]
|
||||||
public float Skill2Dmg = 3f;
|
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)
|
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);
|
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_Skill1 = 1f;
|
||||||
CoolTime_Skill2 = 2f;
|
CoolTime_Skill2 = 2f;
|
||||||
}
|
}
|
||||||
|
|
@ -39,9 +53,46 @@ public class Boss_GolemChild : BossMobActor
|
||||||
base.Update();
|
base.Update();
|
||||||
if (IsDead() || IsStop) return;
|
if (IsDead() || IsStop) return;
|
||||||
|
|
||||||
//if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
|
||||||
// StartCoroutine(Co_Skill1());
|
StartCoroutine(Co_Skill1());
|
||||||
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
|
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
|
||||||
// StartCoroutine(Co_Skill2());
|
// 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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -124,6 +124,8 @@ public class ProjectileData
|
||||||
|
|
||||||
public class ProjectileBase : MonoBehaviour
|
public class ProjectileBase : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[Header("충돌 레이어")]
|
||||||
|
public string ColliderLayer = "Actor";
|
||||||
[Header("관통 여부")]
|
[Header("관통 여부")]
|
||||||
public bool m_Pierce;
|
public bool m_Pierce;
|
||||||
[Header("투사체 타격 시 나올 이펙트")]
|
[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)
|
public virtual bool ProcessCollider(Collider other, bool Off_byHit = true, bool noDmg = false)
|
||||||
{
|
{
|
||||||
int targetLayer = other.gameObject.layer;
|
int targetLayer = other.gameObject.layer;
|
||||||
if (isProjectiledata && targetLayer == LayerMask.NameToLayer("Actor"))
|
if (isProjectiledata && targetLayer == LayerMask.NameToLayer(ColliderLayer))
|
||||||
{
|
{
|
||||||
// 캐싱된 GetComponent 호출
|
// 캐싱된 GetComponent 호출
|
||||||
if (!other.TryGetComponent<Actor>(out var hitter)) return false;
|
if (!other.TryGetComponent<Actor>(out var hitter)) return false;
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue