아누비스 스킬2
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@ -1450,9 +1450,8 @@ MonoBehaviour:
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Perforation_Line: 0
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Skill2CoolTime: 15
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Skill2ChargingTime: 3
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Skill2AttackDelay: 0.3
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Skill2AttackDelay: 1
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Skill2Dmg: 3
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Skill2Count: 6
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Skill2Speed: 15
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--- !u!95 &1800107685983795529
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Animator:
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@ -931,6 +931,7 @@ public class Actor : MyCoroutine
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}
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public Vector3 Get_PositionBack(float dist = 0.3f) { return Get_position() + -transform.forward * dist; }
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public Vector3 Get_PositionRight(float dist = 0.3f) { return Get_position() + transform.right * dist; }
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public Vector3 Get_TeleportPostion(Actor target, float dist = 1f)
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{
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var startPos = Get_position(); // 현재 위치
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@ -1878,7 +1879,6 @@ public class Actor : MyCoroutine
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transform.position = targetPos;
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m_NavMeshAgent.enabled = true;
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On_NavMeshAgent();
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after?.Invoke();
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}
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#endregion
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@ -21,8 +21,8 @@ public class Boss_Anubis : BossMobActor
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public float Skill2AttackDelay = 1f;
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[Header("스킬2 데미지")]
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public float Skill2Dmg = 2.8f;
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[Header("스킬2 투사체 갯수")]
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public int Skill2Count = 6;
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//[Header("스킬2 투사체 갯수")]
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//public int Skill2Count = 6;
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[Header("스킬2 투사체 속도")]
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public float Skill2Speed = 15f;
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@ -128,16 +128,11 @@ public class Boss_Anubis : BossMobActor
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if (isTarget) transform.LookAt(m_Target.transform);
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} // 차징 끝
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yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
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yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
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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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yield return StartCoroutine(Co_ShootSkill2(Get_PositionBack(5f), 2));
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yield return new WaitForSeconds(0.5f);
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yield return StartCoroutine(Co_ShootSkill2(Get_PositionRight(5f), 2));
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yield return new WaitForSeconds(0.5f);
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yield return StartCoroutine(Co_ShootSkill2(Get_PositionFoward(5f), 2));
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Check_Battle();
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Init(false, true);
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@ -163,7 +158,6 @@ public class Boss_Anubis : BossMobActor
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}
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}
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protected override float Get_Skill2Dmg() { return Skill2Dmg; }
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protected override void Set_Skill2Projectile(ProjectileBase pb)
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{
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@ -317,7 +317,7 @@ public class MobActor : Actor
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}
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protected override void Check_Battle()
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{
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if (b_IsFirstAttack)
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if (b_IsFirstAttack || isTarget) // 타겟이 있었던 상황도 전투 상태였음
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{ // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환
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var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), f_BaseChaseRange);
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if (enemies.Count > 0)
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