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 Perforation_Line: 0
Skill2CoolTime: 15 Skill2CoolTime: 15
Skill2ChargingTime: 3 Skill2ChargingTime: 3
Skill2AttackDelay: 0.3 Skill2AttackDelay: 1
Skill2Dmg: 3 Skill2Dmg: 3
Skill2Count: 6
Skill2Speed: 15 Skill2Speed: 15
--- !u!95 &1800107685983795529 --- !u!95 &1800107685983795529
Animator: 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_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) public Vector3 Get_TeleportPostion(Actor target, float dist = 1f)
{ {
var startPos = Get_position(); // 현재 위치 var startPos = Get_position(); // 현재 위치
@ -1878,7 +1879,6 @@ public class Actor : MyCoroutine
transform.position = targetPos; transform.position = targetPos;
m_NavMeshAgent.enabled = true; m_NavMeshAgent.enabled = true;
On_NavMeshAgent();
after?.Invoke(); after?.Invoke();
} }
#endregion #endregion

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

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