lusif skill2 anim

This commit is contained in:
Ino 2025-02-19 12:22:49 +09:00
parent f683730b35
commit fb6a25ee4f
3 changed files with 396 additions and 127 deletions

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@ -37,10 +37,12 @@ public class Boss_LusifActor : BossMobActor
{ {
Skill2DelayTime = Skill2Delay; Skill2DelayTime = Skill2Delay;
--Skill2Count; --Skill2Count;
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile2, this, m_Target, 1f, Get_Center_position(), AnimationPlay("boss_skill2");
m_MonsterTableData.f_ProjectileLifeTime2);
if (Skill2Count == 0) if (Skill2Count == 0)
{
CoolTime_Skill2 = 1.5f; CoolTime_Skill2 = 1.5f;
Change_MobStatus(eMobStatus.Attack);
}
} }
} }
else if (isTarget && Vector3.Distance(Get_position(), m_Target.Get_position()) >= Skill2Dist) else if (isTarget && Vector3.Distance(Get_position(), m_Target.Get_position()) >= Skill2Dist)
@ -49,6 +51,7 @@ public class Boss_LusifActor : BossMobActor
{ {
Skill2Count = Skill2ProjectileCount; Skill2Count = Skill2ProjectileCount;
Skill2DelayTime = Skill2Delay; 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, ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, tf_Attack.position,
m_MonsterTableData.f_ProjectileLifeTime1); 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);
}
} }

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; 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 public class MobActor : Actor
{ {