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

111 lines
3.9 KiB
C#

using System;
using System.Collections;
using UnityEngine;
public class Boss_FlowerDryad : BossMobActor
{
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 20f;
[Header("스킬1 즉시 회복량")]
public float Skill1Heal = 0.1f;
[Header("스킬1 주변 몬스터 찾는 거리")]
public float Skill1FindDist = 3f;
[Header("스킬1 회복 지속 시간")]
public float Skill1LifeTime = 6f;
[Header("스킬1 회복 딜레이")]
public float Skill1DelayTime = 1f;
[Header("스킬1 회복 딜레이 당 회복량")]
public float Skill1PerHeal = 0.01f;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 18f;
[Header("스킬2 차징시간")]
public float Skill2ChargingTime = 3f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 5.2f;
SkillListTableData m_SilenceCurse = new SkillListTableData { e_SkillExtraType = eSkillExtraType.SilenceCurse, f_ExtraValue4 = 1f };
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
{
base.Set(mobtable, pos, actDie, order);
m_SilenceCurse.f_ExtraValue1 = Skill1LifeTime;
//m_SilenceCurse.f_ExtraValue2 = Skill1Manaburn;
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");
yield return new WaitForSeconds(0.5f);
var actors = ActorInfo.Ins.Get_AlliesActors(m_Enemy, Get_position(), Skill1FindDist);
for (int i = 0; i < actors.Count; i++)
{
actors[i].Heal(Skill1Heal);
InGameInfo.Ins.Show_Effect("Effect_Heal", actors[i], eEffectLocation.Bottom, 2f);
}
yield return new WaitForSeconds(0.5f);
for (int i = 0; i < actors.Count; i++)
{
actors[i].DotHeal(Skill1LifeTime, Skill1DelayTime, actors[i].Get_MaxHP() * Skill1PerHeal, 0);
InGameInfo.Ins.Show_Effect("Effect_Cure", actors[i], eEffectLocation.Bottom, Skill1LifeTime);
}
Check_Battle();
Init(true, false);
}
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
}
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2charging");
InGameInfo.Ins.Show_Effect("Effect_QueenUndeadCharging", this, eEffectLocation.Bottom, Skill2ChargingTime);
yield return new WaitForSeconds(Skill2ChargingTime);
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)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
}
}