angez_b 신성한 번개

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Ino 2025-02-25 08:22:12 +09:00
parent ccbd389e85
commit e59e72895c
14 changed files with 1164 additions and 6 deletions

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@ -6,6 +6,8 @@ public class Boss_Angez_B : BossMobActor
{ {
[Header("스킬1 쿨타임")] [Header("스킬1 쿨타임")]
public float Skill1CoolTime = 20f; public float Skill1CoolTime = 20f;
[Header("스킬1 차징시간")]
public float Skill1ChargingTime = 3f;
[Header("스킬1 데미지")] [Header("스킬1 데미지")]
public float Skill1Dmg = 2.8f; public float Skill1Dmg = 2.8f;
[Header("스킬1 번개 경고 시간")] [Header("스킬1 번개 경고 시간")]
@ -36,7 +38,7 @@ public class Boss_Angez_B : BossMobActor
{ {
base.Set(mobtable, pos, actDie, order); base.Set(mobtable, pos, actDie, order);
Load_Indicator("BossFlowerDryad_Skill2_Indicator", 0); Load_Indicator("BossAngez_B_Skill1_Indicator", 0);
m_Stun1.f_ExtraValue1 = Skill1StunTime; m_Stun1.f_ExtraValue1 = Skill1StunTime;
m_Stun2.f_ExtraValue1 = Skill2StunTime; m_Stun2.f_ExtraValue1 = Skill2StunTime;
@ -59,19 +61,36 @@ public class Boss_Angez_B : BossMobActor
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill) if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill1()); StartCoroutine(Co_Skill1());
else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill) //else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill2()); // StartCoroutine(Co_Skill2());
} }
IEnumerator Co_Skill1() IEnumerator Co_Skill1()
{ {
Change_MobStatus(eMobStatus.Skill); Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1"); AnimationPlay("boss_skill1charging");
yield return new WaitForSeconds(0.5f); InGameInfo.Ins.Show_Effect("Effect_Angez_BCharging", this, eEffectLocation.Bottom, Skill1ChargingTime);
list_indicator[0].SetActive(false);
yield return new WaitForSeconds(Skill1ChargingTime);
if (isTarget)
for (int i = 0; i < Skill1Count; i++)
{
list_indicator[0].SetActive(true);
list_indicator[0].transform.position = m_Target.Get_position();
yield return new WaitForSeconds(Skill1DelayTime);
AnimationPlay("boss_skill1attack");
list_indicator[0].SetActive(false);
yield return new WaitForSeconds(Skill1DelayTime);
}
list_indicator[0].SetActive(false);
Check_Battle(); Check_Battle();
Init(true, false); Init(true, false);
} }
protected override float Get_Skill1Dmg() { return Skill1Dmg; } protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override Vector3 Get_Skill1Pos() { return list_indicator[0].transform.position; }
protected override void Set_Skill1Projectile(ProjectileBase pb) protected override void Set_Skill1Projectile(ProjectileBase pb)
{ {
var pd = pb.Get_ProjectTileData(); var pd = pb.Get_ProjectTileData();