angez_b 신성한 번개
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{
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[Header("스킬1 쿨타임")]
|
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public float Skill1CoolTime = 20f;
|
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[Header("스킬1 차징시간")]
|
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public float Skill1ChargingTime = 3f;
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[Header("스킬1 데미지")]
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public float Skill1Dmg = 2.8f;
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[Header("스킬1 번개 경고 시간")]
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|
@ -36,7 +38,7 @@ public class Boss_Angez_B : BossMobActor
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{
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base.Set(mobtable, pos, actDie, order);
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Load_Indicator("BossFlowerDryad_Skill2_Indicator", 0);
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Load_Indicator("BossAngez_B_Skill1_Indicator", 0);
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m_Stun1.f_ExtraValue1 = Skill1StunTime;
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m_Stun2.f_ExtraValue1 = Skill2StunTime;
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|
|
@ -59,19 +61,36 @@ public class Boss_Angez_B : BossMobActor
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|
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if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
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StartCoroutine(Co_Skill1());
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else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
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StartCoroutine(Co_Skill2());
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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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yield return new WaitForSeconds(0.5f);
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AnimationPlay("boss_skill1charging");
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InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
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list_indicator[0].SetActive(false);
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yield return new WaitForSeconds(Skill1ChargingTime);
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if (isTarget)
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for (int i = 0; i < Skill1Count; i++)
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{
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list_indicator[0].SetActive(true);
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list_indicator[0].transform.position = m_Target.Get_position();
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yield return new WaitForSeconds(Skill1DelayTime);
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AnimationPlay("boss_skill1attack");
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list_indicator[0].SetActive(false);
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yield return new WaitForSeconds(Skill1DelayTime);
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}
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list_indicator[0].SetActive(false);
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Check_Battle();
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Init(true, false);
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}
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protected override float Get_Skill1Dmg() { return Skill1Dmg; }
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protected override Vector3 Get_Skill1Pos() { return list_indicator[0].transform.position; }
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protected override void Set_Skill1Projectile(ProjectileBase pb)
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{
|
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var pd = pb.Get_ProjectTileData();
|
||||
|
|
|
|||
Loading…
Reference in New Issue