lusif 기본 공격 및 패시브 스킬

This commit is contained in:
Ino 2025-02-19 09:06:35 +09:00
parent 3d33d7e8a7
commit c69d008345
19 changed files with 331 additions and 230 deletions

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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Boss_LusifActor : BossMobActor
{
public Transform tf_Attack;
public override void Projectile(string s)
{
if (ProjectileInfo.ProjectileInfoOn)
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, tf_Attack.position,
m_MonsterTableData.f_ProjectileLifeTime1);
}
}

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assetBundleVariant:

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@ -6,6 +6,9 @@ public class BossMobActor : MobActor
{
public List<GameObject> list_indicator;
protected bool CanUseSkill1, CanUseSkill2;
protected float CoolTime_Skill1, CoolTime_Skill2;
int m_attackIndex = 0, m_maxAttackIndex;
float m_attackspeed;
@ -20,25 +23,19 @@ public class BossMobActor : MobActor
list_indicator.ForEach(f => f.SetActive(false));
}
protected override void Update()
{
base.Update();
if (IsDead()) return;
}
public override void Del_Target(bool forcedel = false)
{
base.Del_Target(forcedel);
if (!isTarget) Init();
}
public override void Play_Attack(int _attack, float _as)
{
if (m_maxAttackIndex == 0) m_maxAttackIndex = m_MonsterTableData.Get_MaxAttackIndex();
if (isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3)) return;
if (isTarget) transform.LookAt(m_Target.transform);
CurAnim = eAnim.Attack + m_attackIndex;
var aniname = MyValue.Get_AnimName(eAnim.Attack + m_attackIndex);
AnimationPlay(aniname);
m_attackspeed = _as;
m_animation.speed = 0.1f; // 느리게 만들자
}
public override void Indicator(int a)
{
base.Indicator(a);
@ -71,6 +68,13 @@ public class BossMobActor : MobActor
}
}
public override void Get_Damage(DamageInfo _dinfo)
{
base.Get_Damage(_dinfo);
if (!CanUseSkill1) CanUseSkill1 = (Get_HP() / Get_MaxHP()) <= 0.9;
if (!CanUseSkill2) CanUseSkill2 = (Get_HP() / Get_MaxHP()) <= 0.7;
}
protected override void Set_Die()
{
base.Set_Die();