angez_b 신성한 번개
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|
assetBundleVariant:
|
||||||
|
|
@ -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();
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue