아누비스 스킬2

This commit is contained in:
Ino 2025-06-05 09:11:03 +09:00
parent d80f34ee6e
commit ded657654c
6 changed files with 11 additions and 18 deletions

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@ -1450,9 +1450,8 @@ MonoBehaviour:
Perforation_Line: 0
Skill2CoolTime: 15
Skill2ChargingTime: 3
Skill2AttackDelay: 0.3
Skill2AttackDelay: 1
Skill2Dmg: 3
Skill2Count: 6
Skill2Speed: 15
--- !u!95 &1800107685983795529
Animator:

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@ -931,6 +931,7 @@ public class Actor : MyCoroutine
}
public Vector3 Get_PositionBack(float dist = 0.3f) { return Get_position() + -transform.forward * dist; }
public Vector3 Get_PositionRight(float dist = 0.3f) { return Get_position() + transform.right * dist; }
public Vector3 Get_TeleportPostion(Actor target, float dist = 1f)
{
var startPos = Get_position(); // 현재 위치
@ -1878,7 +1879,6 @@ public class Actor : MyCoroutine
transform.position = targetPos;
m_NavMeshAgent.enabled = true;
On_NavMeshAgent();
after?.Invoke();
}
#endregion

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@ -21,8 +21,8 @@ public class Boss_Anubis : BossMobActor
public float Skill2AttackDelay = 1f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 2.8f;
[Header("스킬2 투사체 갯수")]
public int Skill2Count = 6;
//[Header("스킬2 투사체 갯수")]
//public int Skill2Count = 6;
[Header("스킬2 투사체 속도")]
public float Skill2Speed = 15f;
@ -128,16 +128,11 @@ public class Boss_Anubis : BossMobActor
if (isTarget) transform.LookAt(m_Target.transform);
} // 차징 끝
yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
//for (int i = 0; i < Skill2Count; i++)
//{
// if (isTarget) transform.LookAt(m_Target.transform);
// else break;
// AnimationPlay("boss_skill2attack");
// yield return new WaitForSeconds(Skill2AttackDelay);
//}
yield return StartCoroutine(Co_ShootSkill2(Get_PositionBack(5f), 2));
yield return new WaitForSeconds(0.5f);
yield return StartCoroutine(Co_ShootSkill2(Get_PositionRight(5f), 2));
yield return new WaitForSeconds(0.5f);
yield return StartCoroutine(Co_ShootSkill2(Get_PositionFoward(5f), 2));
Check_Battle();
Init(false, true);
@ -163,7 +158,6 @@ public class Boss_Anubis : BossMobActor
}
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override void Set_Skill2Projectile(ProjectileBase pb)
{

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@ -317,7 +317,7 @@ public class MobActor : Actor
}
protected override void Check_Battle()
{
if (b_IsFirstAttack)
if (b_IsFirstAttack || isTarget) // 타겟이 있었던 상황도 전투 상태였음
{ // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환
var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), f_BaseChaseRange);
if (enemies.Count > 0)