Project_WL/Assets/Script/Character/Mob/Boss/Boss_GolemChild.cs

114 lines
4.1 KiB
C#

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<int> 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");
list_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);
list_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);
list_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);
list_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);
list_indicator[1].transform.position = targetPos;
yield return new WaitForSeconds(Skill2ChargingTime);
list_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 = list_indicator[1].transform.position;
}
}