아이스 골렘 스킬1 작업 중..
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@ -55,8 +55,7 @@ public class Actor : MyCoroutine
|
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set
|
set
|
||||||
{
|
{
|
||||||
_isstop = value;
|
_isstop = value;
|
||||||
if (IsSubRole(eSubRol.Boss))
|
//if (IsSubRole(eSubRol.Boss)) Debug.Log("IsStop 변경 " + value);
|
||||||
Debug.Log("IsStop 변경 " + value);
|
|
||||||
}
|
}
|
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}
|
}
|
||||||
public bool m_IsLockTarget { get; set; }
|
public bool m_IsLockTarget { get; set; }
|
||||||
|
|
@ -1627,18 +1626,18 @@ public class Actor : MyCoroutine
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
#region 점프
|
#region 점프
|
||||||
public virtual void Jump(float jumpTime, Action after = null)
|
public virtual void Jump(float jumpTime, float height = 1f, float jumpspeed1 = 5f, float jumpspeed2 = 2f, Action after = null)
|
||||||
{
|
{
|
||||||
StartCoroutine(Co_Jump(jumpTime, after));
|
StartCoroutine(Co_Jump(jumpTime, height, jumpspeed1, jumpspeed2, after));
|
||||||
}
|
}
|
||||||
IEnumerator Co_Jump(float jumpTime, Action after = null)
|
IEnumerator Co_Jump(float jumpTime, float height = 1f, float jumpspeed1 = 5f, float jumpspeed2 = 2f, Action after = null)
|
||||||
{
|
{
|
||||||
StopMove_Imm(false);
|
StopMove_Imm(false);
|
||||||
m_NavMeshAgent.enabled = false;
|
m_NavMeshAgent.enabled = false;
|
||||||
|
|
||||||
Vector3 v3_ori = new Vector3(transform.position.x, transform.position.y, transform.position.z);
|
Vector3 v3_ori = new Vector3(transform.position.x, transform.position.y, transform.position.z);
|
||||||
Vector3 v3_target = new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z);
|
Vector3 v3_target = new Vector3(transform.position.x, transform.position.y + height, transform.position.z);
|
||||||
float t = 0f, speed = 5f;
|
float t = 0f, speed = jumpspeed1;
|
||||||
while (t < 1f)
|
while (t < 1f)
|
||||||
{
|
{
|
||||||
yield return null;
|
yield return null;
|
||||||
|
|
@ -1652,7 +1651,7 @@ public class Actor : MyCoroutine
|
||||||
while (t < 1f)
|
while (t < 1f)
|
||||||
{
|
{
|
||||||
yield return null;
|
yield return null;
|
||||||
t += Time.deltaTime * speed * 2f;
|
t += Time.deltaTime * speed * jumpspeed2;
|
||||||
transform.position = Vector3.Lerp(v3_target, v3_ori, t);
|
transform.position = Vector3.Lerp(v3_target, v3_ori, t);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,8 +1,43 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class Boss_IceGolem : BossMobActor
|
public class Boss_IceGolem : BossMobActor
|
||||||
{
|
{
|
||||||
|
[Header("스킬1 쿨타임")]
|
||||||
|
public float Skill1CoolTime = 8f;
|
||||||
|
[Header("스킬1 타겟 위치와의 거리")]
|
||||||
|
public float Skill1TargetRange = 2f;
|
||||||
|
[Header("스킬1 달려가는 속도")]
|
||||||
|
public float Skill1Speed = 5f;
|
||||||
|
[Header("스킬1 데미지")]
|
||||||
|
public float Skill1Dmg = 3.5f;
|
||||||
|
|
||||||
|
float m_skill1cooltime;
|
||||||
|
BossCCData skill1CCdata = new BossCCData { m_eSkillExtraType1 = eSkillExtraType.Stun, m_LifeTime1 = 2f };
|
||||||
|
|
||||||
|
protected override void Update()
|
||||||
|
{
|
||||||
|
base.Update();
|
||||||
|
if (IsDead()) return;
|
||||||
|
|
||||||
|
//if (CanUseSkill1)
|
||||||
|
{
|
||||||
|
if (m_skill1cooltime > 0f) m_skill1cooltime -= Time.deltaTime;
|
||||||
|
if (m_skill1cooltime <= 0f)
|
||||||
|
{
|
||||||
|
m_skill1cooltime = Skill1CoolTime;
|
||||||
|
Run_byUseSkill(Skill1TargetRange, Skill1Speed, success =>
|
||||||
|
{
|
||||||
|
AnimationPlay("boss_skill1start");
|
||||||
|
Jump(0.5f, 3f, 2f, 5f, () =>
|
||||||
|
{
|
||||||
|
AnimationPlay("boss_skill1attack");
|
||||||
|
Change_MobStatus(eMobStatus.Attack);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
|
||||||
|
protected override Vector3 Get_Skill1Pos() { return Get_Center_position(); }
|
||||||
}
|
}
|
||||||
|
|
@ -1,5 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class Boss_LusifActor : BossMobActor
|
public class Boss_LusifActor : BossMobActor
|
||||||
|
|
@ -69,22 +67,5 @@ public class Boss_LusifActor : BossMobActor
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Projectile(string s)
|
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
|
||||||
{
|
|
||||||
if (ProjectileInfo.ProjectileInfoOn)
|
|
||||||
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, tf_Attack.position,
|
|
||||||
m_MonsterTableData.f_ProjectileLifeTime1);
|
|
||||||
}
|
|
||||||
void BossProjectile2(string s)
|
|
||||||
{
|
|
||||||
if (ProjectileInfo.ProjectileInfoOn)
|
|
||||||
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile2, this, m_Target, Skill2Dmg, Get_CenterPositionFoward(),
|
|
||||||
m_MonsterTableData.f_ProjectileLifeTime2);
|
|
||||||
}
|
|
||||||
void BossProjectile3(string s)
|
|
||||||
{
|
|
||||||
if (ProjectileInfo.ProjectileInfoOn)
|
|
||||||
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile3, this, m_Target, 1f, Get_CenterPositionFoward(),
|
|
||||||
m_MonsterTableData.f_ProjectileLifeTime3);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
@ -1,6 +1,8 @@
|
||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using static UnityEngine.GraphicsBuffer;
|
||||||
|
|
||||||
public class BossMobActor : MobActor
|
public class BossMobActor : MobActor
|
||||||
{
|
{
|
||||||
|
|
@ -85,4 +87,64 @@ public class BossMobActor : MobActor
|
||||||
base.On_NavMeshAgent();
|
base.On_NavMeshAgent();
|
||||||
Init();
|
Init();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected virtual float Get_Skill1Dmg() { return 1f; }
|
||||||
|
protected virtual Vector3 Get_Skill1Pos() { return Get_CenterPositionFoward(); }
|
||||||
|
protected virtual BossCCData Get_Skill1CCData() { return null; }
|
||||||
|
protected virtual void BossProjectile2(string s)
|
||||||
|
{
|
||||||
|
if (ProjectileInfo.ProjectileInfoOn)
|
||||||
|
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile2, this, m_Target, Get_Skill1Dmg(), Get_Skill1Pos(),
|
||||||
|
m_MonsterTableData.f_ProjectileLifeTime2,
|
||||||
|
pb =>
|
||||||
|
{
|
||||||
|
var ccData = Get_Skill1CCData();
|
||||||
|
if (!DSUtil.CheckNull(ccData))
|
||||||
|
{
|
||||||
|
var pd = pb.Get_ProjectTileData();
|
||||||
|
pd.list_eSkillExtraType = ccData.list_eSkillExtraType;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
protected virtual float Get_Skill2Dmg() { return 1f; }
|
||||||
|
protected virtual Vector3 Get_Skill2Pos() { return Get_CenterPositionFoward(); }
|
||||||
|
protected virtual void BossProjectile3(string s)
|
||||||
|
{
|
||||||
|
if (ProjectileInfo.ProjectileInfoOn)
|
||||||
|
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile3, this, m_Target, Get_Skill2Dmg(), Get_Skill2Pos(),
|
||||||
|
m_MonsterTableData.f_ProjectileLifeTime3);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void Run_byUseSkill(float range, float speed, Action<bool> moveend)
|
||||||
|
{
|
||||||
|
StartCoroutine(Co_Run_byUseSkill(range, speed, moveend));
|
||||||
|
}
|
||||||
|
IEnumerator Co_Run_byUseSkill(float range, float speed, Action<bool> moveend)
|
||||||
|
{
|
||||||
|
if (!DSUtil.CheckNull(m_Target))
|
||||||
|
{
|
||||||
|
Change_MobStatus(eMobStatus.Skill);
|
||||||
|
transform.LookAt(m_Target.transform);
|
||||||
|
AnimationPlay(MyValue.Get_AnimName(eAnim.Run));
|
||||||
|
m_NavMeshAgent.stoppingDistance = 0.1f;
|
||||||
|
|
||||||
|
var direction = (Get_position() - m_Target.Get_position()).normalized;
|
||||||
|
var targetPos = m_Target.Get_position() + direction * range;
|
||||||
|
Set_Path(Get_TeleportPostion(m_Target, range));
|
||||||
|
|
||||||
|
while (!Complete_Destination())
|
||||||
|
{
|
||||||
|
m_NavMeshAgent.speed = speed;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
|
||||||
|
m_NavMeshAgent.speed = Get_MoveSpeed();
|
||||||
|
|
||||||
|
moveend(true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
moveend(false);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
@ -45,7 +45,7 @@ public class BullRushMobActor : MobActor
|
||||||
yield return new WaitForSeconds(1f);
|
yield return new WaitForSeconds(1f);
|
||||||
|
|
||||||
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, Get_CenterPositionFoward(),
|
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, Get_CenterPositionFoward(),
|
||||||
m_MonsterTableData.f_ProjectileLifeTime1, 1f, pb => { (pb as Projectile_Stop).Set_FollowShooter(); });
|
m_MonsterTableData.f_ProjectileLifeTime1, pb => { (pb as Projectile_Stop).Set_FollowShooter(); });
|
||||||
|
|
||||||
// 돌진 실행
|
// 돌진 실행
|
||||||
float dashDistance = 10f;
|
float dashDistance = 10f;
|
||||||
|
|
|
||||||
|
|
@ -245,7 +245,7 @@ public class MyActor : Actor
|
||||||
{
|
{
|
||||||
var startpos = Get_CenterPositionFoward();
|
var startpos = Get_CenterPositionFoward();
|
||||||
var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime;
|
var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime;
|
||||||
ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime, 1,
|
ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime,
|
||||||
pb =>
|
pb =>
|
||||||
{
|
{
|
||||||
// -60 ~ 60 사이로 각도를 균등 분배
|
// -60 ~ 60 사이로 각도를 균등 분배
|
||||||
|
|
|
||||||
|
|
@ -30,7 +30,7 @@ public class Skill_PhantomFrenzy : ProjectileBase
|
||||||
Actor target = m_ProjecTileData.target;
|
Actor target = m_ProjecTileData.target;
|
||||||
|
|
||||||
float t = 0f;
|
float t = 0f;
|
||||||
shooter.AnimationPlay("idle");
|
shooter.AnimationPlay(MyValue.Get_AnimName(eAnim.Idle));
|
||||||
shooter.AnimationPlay(attackAnimationName);
|
shooter.AnimationPlay(attackAnimationName);
|
||||||
while (attackTimes > 0)
|
while (attackTimes > 0)
|
||||||
{
|
{
|
||||||
|
|
@ -39,7 +39,7 @@ public class Skill_PhantomFrenzy : ProjectileBase
|
||||||
|
|
||||||
if (t >= 1f)
|
if (t >= 1f)
|
||||||
{
|
{
|
||||||
shooter.AnimationPlay("idle");
|
shooter.AnimationPlay(MyValue.Get_AnimName(eAnim.Idle));
|
||||||
shooter.AnimationPlay(attackAnimationName);
|
shooter.AnimationPlay(attackAnimationName);
|
||||||
t = 0f;
|
t = 0f;
|
||||||
InGameInfo.Ins.Show_Effect("Effect_Skill_PhantomFrenzy", target.Get_PositionBack());
|
InGameInfo.Ins.Show_Effect("Effect_Skill_PhantomFrenzy", target.Get_PositionBack());
|
||||||
|
|
|
||||||
|
|
@ -10,7 +10,7 @@ public class Skill_ShadowSlash : ProjectileBase
|
||||||
base.Set(_data);
|
base.Set(_data);
|
||||||
OptionInfo.Ins.PCMove = false;
|
OptionInfo.Ins.PCMove = false;
|
||||||
_data.shooter.Set_CurAnim(eAnim.Skill);
|
_data.shooter.Set_CurAnim(eAnim.Skill);
|
||||||
_data.shooter.Jump(2.1f, () =>
|
_data.shooter.Jump(2.1f, 1f, 5f, 2f, () =>
|
||||||
{
|
{
|
||||||
go_effect.gameObject.SetActive(true);
|
go_effect.gameObject.SetActive(true);
|
||||||
go_effect.Set(_data);
|
go_effect.Set(_data);
|
||||||
|
|
|
||||||
|
|
@ -77,7 +77,7 @@ public class ProjectileInfo : MonoBehaviour
|
||||||
projectileDataPool.Push(pd);
|
projectileDataPool.Push(pd);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Shoot_Projectile(string projectile, Actor shooter, Actor target, float adddmgrate = 1f, Vector3? startpos = null, float liftTime = 4f, float skilldmg = 1f, Action<ProjectileBase> act = null)
|
public void Shoot_Projectile(string projectile, Actor shooter, Actor target, float adddmgrate = 1f, Vector3? startpos = null, float liftTime = 4f, Action<ProjectileBase> act = null)
|
||||||
{
|
{
|
||||||
Get_Projectile(projectile, proj =>
|
Get_Projectile(projectile, proj =>
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -237,6 +237,11 @@ public class CCData
|
||||||
public double CCReduceTime;// { get { return _CCReduceTime; } set { _CCReduceTime = value; _CCReduceTime.RandomizeCryptoKey(); } }
|
public double CCReduceTime;// { get { return _CCReduceTime; } set { _CCReduceTime = value; _CCReduceTime.RandomizeCryptoKey(); } }
|
||||||
public float CC1Sec;
|
public float CC1Sec;
|
||||||
}
|
}
|
||||||
|
public class BossCCData
|
||||||
|
{
|
||||||
|
public List<eSkillExtraType> list_eSkillExtraType = new List<eSkillExtraType>();
|
||||||
|
public List<float> list_LifeTime = new List<float>();
|
||||||
|
}
|
||||||
|
|
||||||
public class CountLevelData
|
public class CountLevelData
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue