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

95 lines
3.2 KiB
C#

using System;
using System.Collections;
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;
SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
{
base.Set(mobtable, pos, actDie, order);
Load_Indicator("BrotherPenguin_Skill1_Indicator", 0);
m_Frost.f_ExtraValue1 = Skill1FrostTime;
m_Frost.f_ExtraValue2 = Skill1AtkSpd;
m_Frost.f_ExtraValue3 = Skill1MovSpd;
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_skill1charging");
InGameInfo.Ins.Show_Effect("Effect_BrotherPenguin_Charging", this, eEffectLocation.Bottom, 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(0.5f);
Check_Battle();
Init(false, true);
}
}