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events: [] + events: + - time: 0.33414608 + functionName: BossProjectile2 + data: + objectReferenceParameter: {instanceID: 0} + floatParameter: 0 + intParameter: 0 + messageOptions: 0 transformMask: [] maskType: 3 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 + additiveReferencePoseFrame: 201 isReadable: 1 meshes: lODScreenPercentages: [] @@ -180,25 +417,36 @@ ModelImporter: meshCompression: 0 addColliders: 0 useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importPhysicalCameras: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 importLights: 1 + nodeNameCollisionStrategy: 0 + fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 - optimizeMeshForGPU: 1 keepQuads: 0 weldVertices: 1 + bakeAxisConversion: 0 preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + optimizeBones: 1 + meshOptimizationFlags: -1 indexFormat: 0 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 0 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 - previousCalculatedGlobalScale: 0.01 - hasPreviousCalculatedGlobalScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 @@ -207,10 +455,10 @@ ModelImporter: legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 blendShapeNormalImportMode: 1 normalSmoothingSource: 0 + referencedClips: [] importAnimation: 1 - copyAvatar: 0 humanDescription: - serializedVersion: 2 + serializedVersion: 3 human: [] skeleton: [] armTwist: 0.5 @@ -220,13 +468,19 @@ ModelImporter: armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 + globalScale: 1 rootMotionBoneName: hasTranslationDoF: 0 hasExtraRoot: 0 skeletonHasParents: 1 lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 animationType: 2 humanoidOversampling: 1 + avatarSetup: 1 + addHumanoidExtraRootOnlyWhenUsingAvatar: 0 + importBlendShapeDeformPercent: 0 + remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: assetBundleName: diff --git a/Assets/Script/Character/Mob/Boss/Boss_LusifActor.cs b/Assets/Script/Character/Mob/Boss/Boss_LusifActor.cs index 1e157d841..cfdf0ca69 100644 --- a/Assets/Script/Character/Mob/Boss/Boss_LusifActor.cs +++ b/Assets/Script/Character/Mob/Boss/Boss_LusifActor.cs @@ -37,10 +37,12 @@ public class Boss_LusifActor : BossMobActor { Skill2DelayTime = Skill2Delay; --Skill2Count; - ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile2, this, m_Target, 1f, Get_Center_position(), - m_MonsterTableData.f_ProjectileLifeTime2); + AnimationPlay("boss_skill2"); if (Skill2Count == 0) + { CoolTime_Skill2 = 1.5f; + Change_MobStatus(eMobStatus.Attack); + } } } else if (isTarget && Vector3.Distance(Get_position(), m_Target.Get_position()) >= Skill2Dist) @@ -49,6 +51,7 @@ public class Boss_LusifActor : BossMobActor { Skill2Count = Skill2ProjectileCount; Skill2DelayTime = Skill2Delay; + Change_MobStatus(eMobStatus.Skill); } } } @@ -70,4 +73,16 @@ public class Boss_LusifActor : BossMobActor 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, 1f, 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); + } } \ No newline at end of file diff --git a/Assets/Script/Character/Mob/MobActor.cs b/Assets/Script/Character/Mob/MobActor.cs index ea0c35c42..0ec38e706 100644 --- a/Assets/Script/Character/Mob/MobActor.cs +++ b/Assets/Script/Character/Mob/MobActor.cs @@ -3,7 +3,7 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; -public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleStop, Attack, Chase } +public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleStop, Attack, Chase, Skill } public class MobActor : Actor {