퀸언데드 스킬1
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HealCount: 0
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HealRate: 0.1
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Skill1CoolTime: 6
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using System;
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using System.Collections;
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using UnityEngine;
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public class Boss_QueenUndead : BossMobActor
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{
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[Header("스킬1 쿨타임")]
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public float Skill1CoolTime = 6f;
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[Header("스킬1 지속 시간")]
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public float Skill1LifeTime = 5f;
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[Header("스킬1 마나번")]
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public float Skill1Manaburn = 0.02f;
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[Header("스킬1 발동거리")]
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public float Skill1Distance = 15f;
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[Header("---------------------------------------")]
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public bool Perforation_Line;
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[Header("스킬2 쿨타임")]
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public float Skill2CoolTime = 18f;
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[Header("스킬2 차징시간")]
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public float Skill2ChargingTime = 2f;
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[Header("스킬2 데미지")]
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public float Skill2Dmg = 3.2f;
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public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
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{
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base.Set(mobtable, pos, actDie, order);
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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}
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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{
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base.Init(initSkill1CoolTime, initSkill2CoolTime);
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if (initSkill1CoolTime) CoolTime_Skill1 = Skill1CoolTime;
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if (initSkill2CoolTime) CoolTime_Skill2 = Skill2CoolTime;
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}
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protected override void Update()
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{
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base.Update();
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if (IsDead() || IsStop) return;
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if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
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{
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if (isTarget && Vector3.Distance(m_Target.Get_position(), Get_position()) >= Skill1Distance)
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StartCoroutine(Co_Skill1());
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else
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UseSkillIndex = 0;
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}
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else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
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StartCoroutine(Co_Skill2());
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}
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IEnumerator Co_Skill1()
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{
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill1");
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// 차징 중
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yield return new WaitForSeconds(1f);
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if (isTarget)
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{
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m_Target.Buff_or_Debuff(eCC.SilenceCurse, Skill1LifeTime, Skill1Manaburn);
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var skilltype = table_skilltypeconfig.Ins.Get_Data_orNull(eSkillExtraType.SilenceCurse);
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InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, m_Target, skilltype.e_EffectLocation, Skill1LifeTime);
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}
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Check_Battle();
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Init(true, false);
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}
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IEnumerator Co_Skill2()
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{
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//Change_MobStatus(eMobStatus.Skill);
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//AnimationPlay("boss_skill2charging");
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//InGameInfo.Ins.Show_Effect("Effect_AnubisCharging2", this, eEffectLocation.Bottom, Skill2ChargingTime);
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//// 차징 중
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yield return new WaitForSeconds(Skill2ChargingTime);
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//for (int i = 0; i < Skill2Count; i++)
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//{
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// if (isTarget) transform.LookAt(m_Target.transform);
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// else break;
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// AnimationPlay("boss_skill2attack");
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// yield return new WaitForSeconds(Skill2AttackDelay);
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//}
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//Check_Battle();
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//Init(false, true);
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}
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}
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