송곳 바위
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@ -18,24 +18,27 @@ public class Boss_GolemChild : BossMobActor
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public float Skill2CoolTime = 8f;
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public float Skill2CoolTime = 8f;
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[Header("스킬2 차징시간")]
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[Header("스킬2 차징시간")]
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public float Skill2ChargingTime = 1f;
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public float Skill2ChargingTime = 1f;
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[Header("스킬2 지속시간")]
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public float Skill2LifeTime = 15f;
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[Header("스킬2 데미지")]
|
[Header("스킬2 데미지")]
|
||||||
public float Skill2Dmg = 3f;
|
public float Skill2Dmg = 3f;
|
||||||
|
[Header("스킬2 인디케이터")]
|
||||||
|
public string Skill12ndicator = "Golem_Child_Skill2_Indicator";
|
||||||
|
|
||||||
Projectile_Curved pc_Lock;
|
Projectile_Curved pc_Lock;
|
||||||
ProjectileBase pb_LockExp;
|
ProjectileBase pb_LockExp, pb_Skill2;
|
||||||
|
|
||||||
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; });
|
if (DSUtil.CheckNull(go_indicator1)) IndicatorInfo.Ins.Make_Indicator(Skill1Indicator, go => { go_indicator1 = go; });
|
||||||
|
if (DSUtil.CheckNull(go_indicator2)) IndicatorInfo.Ins.Make_Indicator(Skill12ndicator, go => { go_indicator2 = go; });
|
||||||
|
|
||||||
ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Lock", this, m_Target, Skill1Dmg, tf_Skill1Pos.position, 10f,
|
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); });
|
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,
|
ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_LockExp", this, m_Target, Skill1AreaDmg, Vector3.zero, 10f,
|
||||||
pb => { pb_LockExp = pb; pb_LockExp.gameObject.SetActive(false); });
|
pb => { pb_LockExp = pb; pb_LockExp.gameObject.SetActive(false); });
|
||||||
|
ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2", this, m_Target, Skill2Dmg, Vector3.zero, 10f,
|
||||||
|
pb => { pb_Skill2 = pb; pb_Skill2.gameObject.SetActive(false); });
|
||||||
|
|
||||||
CoolTime_Skill1 = 1f;
|
CoolTime_Skill1 = 1f;
|
||||||
CoolTime_Skill2 = 2f;
|
CoolTime_Skill2 = 2f;
|
||||||
|
|
@ -55,8 +58,8 @@ public class Boss_GolemChild : BossMobActor
|
||||||
|
|
||||||
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()
|
IEnumerator Co_Skill1()
|
||||||
|
|
@ -90,8 +93,24 @@ public class Boss_GolemChild : BossMobActor
|
||||||
{
|
{
|
||||||
Change_MobStatus(eMobStatus.Skill);
|
Change_MobStatus(eMobStatus.Skill);
|
||||||
AnimationPlay("boss_skill2");
|
AnimationPlay("boss_skill2");
|
||||||
InGameInfo.Ins.Show_Effect("Effect_MinotosSkill2", this, eEffectLocation.Bottom, Skill2LifeTime);
|
InGameInfo.Ins.Show_Effect("Effect_GolemChildSkill2", this, eEffectLocation.Bottom, Skill2ChargingTime);
|
||||||
yield return new WaitForSeconds(0.5f);
|
|
||||||
|
go_indicator2.SetActive(true);
|
||||||
|
|
||||||
|
// 투척 지점(타겟 위치)에 인디케이터 생성, 타겟이 없으면 앞으로 5m
|
||||||
|
var targetPos = isTarget ? m_Target.Get_position() : Get_PositionFoward(5f);
|
||||||
|
go_indicator2.transform.position = targetPos;
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(Skill2ChargingTime);
|
||||||
|
go_indicator2.SetActive(false);
|
||||||
|
|
||||||
|
var pd = pb_Skill2.Get_ProjectTileData();
|
||||||
|
pd.LifeTime = 1f;
|
||||||
|
pb_Skill2.Set(pd);
|
||||||
|
pb_Skill2.transform.position = targetPos;
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
|
||||||
Check_Battle();
|
Check_Battle();
|
||||||
Init(false, true);
|
Init(false, true);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue