angez c skill1
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@ -46,7 +46,7 @@ public class Actor : MyCoroutine
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protected Actor m_MyPet;
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protected Dictionary<int, UseMagicInfo> dic_MagicData = new Dictionary<int, UseMagicInfo>();
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protected UseMagicInfo m_Magic;
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protected bool m_Enemy, IsPlaySkill, m_Auto, DeadStatus, hasAppliedDamage;
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protected bool IsStop
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@ -935,7 +935,7 @@ public class Actor : MyCoroutine
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{ // 모든 상태이상이 해제 되었다.
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m_NavMeshAgent.updatePosition = true;
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if (m_NavMeshAgent.isOnNavMesh) m_NavMeshAgent.isStopped = false;
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m_animation.speed = 1f;
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}
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}
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#region 적 처치 시 회복
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|
|
@ -1441,11 +1441,7 @@ public class Actor : MyCoroutine
|
|||
if (DSUtil.CheckNull(act_AfterFreezing)) act_AfterFreezing = act;
|
||||
|
||||
dic_ccData[eCC.Freeze].CCTime = 10f;
|
||||
if (!IsDead())
|
||||
{
|
||||
OriginalAnimSpeed = m_animation.speed;
|
||||
m_animation.speed = 0f;
|
||||
}
|
||||
if (!IsDead()) m_animation.speed = 0f;
|
||||
|
||||
StopMove_Imm(true);
|
||||
|
||||
|
|
@ -1519,7 +1515,6 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
|
||||
dic_ccData[eCC.KnockBack].CCTime = 0f;
|
||||
OriginalAnimSpeed = 1f;
|
||||
On_NavMeshAgent();
|
||||
after?.Invoke();
|
||||
|
||||
|
|
|
|||
|
|
@ -31,8 +31,8 @@ public class Boss_Angez_C : BossMobActor
|
|||
{
|
||||
base.Set(mobtable, pos, actDie, order);
|
||||
|
||||
Load_Indicator("BossAngez_B_Skill1_Indicator", 0);
|
||||
Load_Indicator("BossAngez_B_Skill2_Indicator", 1);
|
||||
Load_Indicator("BossAngez_C_Skill1_Indicator", 0);
|
||||
Load_Indicator("BossAngez_C_Skill2_Indicator", 1);
|
||||
|
||||
var passive = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
|
||||
m_Burn.f_ExtraValue1 = passive.f_ExtraValue1;
|
||||
|
|
@ -71,8 +71,8 @@ public class Boss_Angez_C : BossMobActor
|
|||
}
|
||||
}
|
||||
|
||||
//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());
|
||||
}
|
||||
|
|
@ -81,7 +81,7 @@ public class Boss_Angez_C : BossMobActor
|
|||
{
|
||||
Change_MobStatus(eMobStatus.Skill);
|
||||
AnimationPlay("boss_skill1charging");
|
||||
InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
|
||||
InGameInfo.Ins.Show_Effect("Effect_Angez_CCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
|
||||
dic_indicator[0].SetActive(false);
|
||||
|
||||
yield return new WaitForSeconds(Skill1ChargingTime);
|
||||
|
|
|
|||
Loading…
Reference in New Issue