using System; using System.Collections; using System.Threading; using UnityEngine; public class Boss_BrotherPenguin : BossMobActor { [Header("스킬1 쿨타임")] public float Skill1CoolTime = 12f; [Header("스킬1 차징시간")] public float Skill1ChargingTime = 3f; [Header("스킬1 데미지")] public float Skill1Dmg = 3.2f; [Header("스킬1 냉기 시간")] public float Skill1FrostTime = 3f; [Header("스킬1 냉기 공속 감소")] public float Skill1AtkSpd = 0.7f; [Header("스킬1 냉기 이속 감소")] public float Skill1MovSpd = 0.7f; [Header("---------------------------------------")] public bool Perforation_Line; [Header("스킬2 쿨타임")] public float Skill2CoolTime = 20f; [Header("스킬2 보호막 지속시간")] public float Skill2LifeTime = 12f; [Header("스킬2 보호막 생명력 비율")] public float Skill2BarrierRate = 0.25f; SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f }; SkillListTableData m_Barrier = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Barrier }; public override void Set(MonsterTableData mobtable, Vector3 pos, Action actDie, int order, float noDmgTime = 0f) { base.Set(mobtable, pos, actDie, order, noDmgTime); Load_Indicator("BrotherPenguin_Skill1_Indicator", 0); m_Frost.f_ExtraValue1 = Skill1FrostTime; m_Frost.f_ExtraValue2 = Skill1AtkSpd; m_Frost.f_ExtraValue3 = Skill1MovSpd; m_Barrier.e_SkillExtraType = eSkillExtraType.Barrier; m_Barrier.f_ExtraValue2 = Skill2BarrierRate; 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) { if (dic_ccData[eCC.Barrier].CCTime <= 0f) StartCoroutine(Co_Skill2()); else UseSkillIndex = 0; } } IEnumerator Co_Skill1() { Change_MobStatus(eMobStatus.Skill); AnimationPlay("boss_skill1charging"); InGameInfo.Ins.Show_Effect("Effect_BrotherPenguin_Charging", this, eEffectLocation.Mid, Skill1ChargingTime); dic_indicator[0].SetActive(true); dic_indicator[0].transform.position = Get_position(); yield return new WaitForSeconds(Skill1ChargingTime); AnimationPlay("boss_skill1attack"); dic_indicator[0].SetActive(false); yield return new WaitForSeconds(0.5f); Check_Battle(); Init(true, false); } protected override float Get_Skill1Dmg() { return Skill1Dmg; } protected override Vector3 Get_Skill1Pos() { return dic_indicator[0].transform.position; } protected override void Set_Skill1Projectile(ProjectileBase pb) { var pd = pb.Get_ProjectTileData(); pd.e_SkillExtraType = m_Frost.e_SkillExtraType; pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType); pd.m_SkillListTableData = m_Frost; } IEnumerator Co_Skill2() { Change_MobStatus(eMobStatus.Skill); AnimationPlay("boss_skill2"); yield return new WaitForSeconds(0.25f); Show_Barrier(m_Barrier, table_skilltypeconfig.Ins.Get_Data_orNull(m_Barrier.e_SkillExtraType), Skill2LifeTime); yield return new WaitForSeconds(0.25f); Check_Battle(); yield return new WaitForSeconds(Skill2LifeTime); Init(false, true); } }