플라워 드라이어드 보스 완료

This commit is contained in:
Ino 2025-02-24 12:13:15 +09:00
parent 2f8a9d0668
commit c9c15917b6
14 changed files with 1436 additions and 189 deletions

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@ -255,8 +255,8 @@ MonoBehaviour:
HealCount: 0
HealRate: 0.1
Skill1CoolTime: 20
Skill1Heal: 0.1
Skill1FindArea: 3
Skill1Heal: 0
Skill1FindDist: 3
Skill1LifeTime: 6
Skill1DelayTime: 1
Skill1PerHeal: 0.01
@ -264,6 +264,9 @@ MonoBehaviour:
Skill2CoolTime: 18
Skill2ChargingTime: 3
Skill2Dmg: 5.2
Skill2PoisonTime: 5
Skill2PoisonGapTime: 1
Skill2PoisonDmg: 0.3
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@ -2087,15 +2087,14 @@ public class Actor : MyCoroutine
var amount = 1 + (ccData.CCTime > 0f ? ccData.CCVal : 0);
if (amount > 1)
{
float cal_angle = 80f;
float angleStep = cal_angle / (amount - 1); // 전체 각도(120도)를 화살 개수로 나누기
float cal_angle = amount * 10f;
float angleStep = cal_angle / (amount - 1); // 전체 각도를 화살 개수로 나누기
for (int i = 0; i < amount; ++i)
{
ProjectileInfo.Ins.Shoot_Projectile(proj, this, m_Target, 1f, startpos, lifetime,
pb =>
{
// -60 ~ 60 사이로 각도를 균등 분배
float angle = -(cal_angle * 0.5f) + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산
float angle = -(cal_angle * 0.5f) + (angleStep * i);
pb.transform.localEulerAngles = new Vector2(0f, pb.transform.localEulerAngles.y + angle);
});
}

View File

@ -24,15 +24,24 @@ public class Boss_FlowerDryad : BossMobActor
public float Skill2ChargingTime = 3f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 5.2f;
[Header("스킬2 독 지속 시간")]
public float Skill2PoisonTime = 5f;
[Header("스킬2 독 데미지 딜레이")]
public float Skill2PoisonGapTime = 1f;
[Header("스킬2 독 데미지")]
public float Skill2PoisonDmg = .3f;
SkillListTableData m_SilenceCurse = new SkillListTableData { e_SkillExtraType = eSkillExtraType.SilenceCurse, f_ExtraValue4 = 1f };
SkillListTableData m_Poison = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Poison, f_ExtraValue4 = 1f };
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
{
base.Set(mobtable, pos, actDie, order);
m_SilenceCurse.f_ExtraValue1 = Skill1LifeTime;
//m_SilenceCurse.f_ExtraValue2 = Skill1Manaburn;
Load_Indicator("BossFlowerDryad_Skill2_Indicator", 0);
m_Poison.f_ExtraValue1 = Skill2PoisonTime;
m_Poison.f_ExtraValue2 = Skill2PoisonGapTime;
m_Poison.f_ExtraValue3 = Skill2PoisonDmg;
CoolTime_Skill1 = 1f;
CoolTime_Skill2 = 2f;
@ -52,8 +61,8 @@ public class Boss_FlowerDryad : BossMobActor
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill1());
//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
// StartCoroutine(Co_Skill2());
else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill2());
}
IEnumerator Co_Skill1()
@ -78,24 +87,19 @@ public class Boss_FlowerDryad : BossMobActor
Check_Battle();
Init(true, false);
}
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
}
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2charging");
InGameInfo.Ins.Show_Effect("Effect_QueenUndeadCharging", this, eEffectLocation.Bottom, Skill2ChargingTime);
AnimationPlay("boss_skill2");
list_indicator[0].SetActive(true);
list_indicator[0].transform.position = Get_position();
yield return new WaitForSeconds(Skill2ChargingTime);
list_indicator[0].SetActive(false);
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(1.5f);
yield return new WaitForSeconds(3f);
Check_Battle();
Init(false, true);
}
@ -104,8 +108,8 @@ public class Boss_FlowerDryad : BossMobActor
protected override void Set_Skill2Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.e_SkillExtraType = m_Poison.e_SkillExtraType;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
pd.m_SkillListTableData = m_Poison;
}
}

View File

@ -92,7 +92,7 @@ public class Boss_QueenUndead : BossMobActor
protected override void Set_Skill2Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.e_SkillExtraType = m_SilenceCurse.e_SkillExtraType;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
}