using System.Collections.Generic; using UnityEngine; public class StoneActor : Actor { Dictionary dic_hp = new Dictionary { { 0, 1000 }, { 1, 10000 }, { 2, 100000 }, { 3, 1000000 }, { 4, 10000000 }, { 5, 100000000 }, { 6, 1000000000 }, }; float BattleTime; public void Set(int step, Vector3 warppos) { gameObject.SetActive(true); m_Enemy = true; Init_CC(); //Make_HUDUI(); m_Stat = new ActorStatInfo(m_Role); if (dic_hp.ContainsKey(step)) { m_Stat.Set_Stat(eStat.MaxHP, dic_hp[step]); m_Stat.Set_Stat(eStat.HP, dic_hp[step]); } else { m_Stat.Set_Stat(eStat.MaxHP, double.MaxValue); m_Stat.Set_Stat(eStat.HP, double.MaxValue); } BattleTime = 0f; m_NavMeshAgent.speed = 0f; Set_Warp(warppos); DeadStatus = false; Play_Idle(); } protected override void Update() { Update_ETC(); if (BattleTime > 0f && !IsOnlyDead()) { BattleTime -= Time.deltaTime; if (BattleTime <= 0f) Heal(1f); } } public override void Get_Damage(DamageInfo _dinfo) { if (BattleTime <= 0f) BattleTime = 60f; base.Get_Damage(_dinfo); if (IsOnlyDead()) { // 다음 바위 ServerInfo.Ins.m_ServerData.Add_FarmMaxSlot(); CoroutineMgr.Ins.Set_Coroutine(MainToFarm.Ins.Set_Obj, 10f); } } }