using System; using System.Collections; using UnityEngine; public class Boss_GolemChild : BossMobActor { [Header("스킬1 쿨타임")] public float Skill1CoolTime = 8f; [Header("스킬1 바위 데미지")] public float Skill1Dmg = 3.8f; [Header("스킬1 바위 폭파 광역 데미지")] public float Skill1AreaDmg = 1.2f; [Header("스킬1 인디케이터")] public string Skill1Indicator = "Golem_Child_Skill1_Indicator"; public Transform tf_Skill1Pos; [Header("---------------------------------------")] public bool Perforation_Line; [Header("스킬2 쿨타임")] public float Skill2CoolTime = 8f; [Header("스킬2 차징시간")] public float Skill2ChargingTime = 1f; [Header("스킬2 데미지")] public float Skill2Dmg = 3f; [Header("스킬2 인디케이터")] public string Skill2Indicator = "Golem_Child_Skill2_Indicator"; ProjectileBase pb_Lock, pb_LockExp; public override void Set(MonsterTableData mobtable, Vector3 pos, Action actDie, int order) { base.Set(mobtable, pos, actDie, order); Load_Indicator(Skill1Indicator, 0); Load_Indicator(Skill2Indicator, 1); Load_Projectile("FieldBoss/Golem_Child_Lock", Skill1Dmg, tf_Skill1Pos.position, 10f, pb_Lock, pb => pb_Lock = pb); Load_Projectile("FieldBoss/Golem_Child_LockExp", Skill1AreaDmg, Vector3.zero, 10f, pb_LockExp, pb => pb_LockExp = pb); CoolTime_Skill1 = 1f; CoolTime_Skill2 = 2f; } protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime) { base.Init(initSkill1CoolTime, initSkill2CoolTime); if (initSkill1CoolTime) CoolTime_Skill1 = Skill1CoolTime; if (initSkill2CoolTime) CoolTime_Skill2 = Skill2CoolTime; } protected override void Update() { base.Update(); if (IsDead() || IsStop) return; if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill) StartCoroutine(Co_Skill1()); else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill) StartCoroutine(Co_Skill2()); } IEnumerator Co_Skill1() { Change_MobStatus(eMobStatus.Skill); AnimationPlay("boss_skill1"); dic_indicator[0].SetActive(true); // 투척 지점(타겟 위치)에 인디케이터 생성, 타겟이 없으면 앞으로 5m var targetPos = isTarget ? m_Target.Get_position() : Get_PositionFoward(5f); dic_indicator[0].transform.position = targetPos; pb_Lock.transform.position = tf_Skill1Pos.position; pb_Lock.gameObject.SetActive(true); // 투척 지점 보여준 뒤 인디케이터 끄고 던짐 yield return new WaitForSeconds(1f); dic_indicator[0].SetActive(false); (pb_Lock as Projectile_Curved).Launch_Curved(tf_Skill1Pos.position, targetPos + Vector3.up, 1f, 7.5f, true, () => { var pd = pb_LockExp.Get_ProjectTileData(); pd.LifeTime = 1f; pb_LockExp.Set(pd); pb_LockExp.transform.position = targetPos + Vector3.up; }); yield return new WaitForSeconds(1f); Check_Battle(); Init(true, false); } IEnumerator Co_Skill2() { Change_MobStatus(eMobStatus.Skill); AnimationPlay("boss_skill2charging"); InGameInfo.Ins.Show_Effect("Effect_GolemChildSkill2", this, eEffectLocation.Bottom, Skill2ChargingTime); dic_indicator[1].SetActive(true); // 투척 지점(타겟 위치)에 인디케이터 생성, 타겟이 없으면 앞으로 5m var targetPos = isTarget ? m_Target.Get_position() : Get_PositionFoward(5f); dic_indicator[1].transform.position = targetPos; yield return new WaitForSeconds(Skill2ChargingTime); dic_indicator[1].SetActive(false); AnimationPlay("boss_skill2attack"); yield return new WaitForSeconds(1.5f); Check_Battle(); Init(false, true); } protected override float Get_Skill2Dmg() { return Skill2Dmg; } protected override void Set_Skill2Projectile(ProjectileBase pb) { pb.transform.position = dic_indicator[1].transform.position; } }