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

165 lines
6.5 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 string Skill1AfterIndicator = "Golem_Child_Skill1After_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_skill1after, pb_Lock, pb_LockExp;
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
{
base.Set(mobtable, pos, actDie, order, noDmgTime);
Load_Indicator(Skill1Indicator, 0);
Load_Indicator(Skill1AfterIndicator, 2);
Load_Indicator(Skill2Indicator, 1);
Load_Projectile("FieldBoss/Golem_Child_Skill1After", Skill1AreaDmg, Vector3.zero, 3f, pb_skill1after, pb => pb_skill1after = pb);
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;
//CoolTime_Skill1 = 10000f;
CoolTime_Skill2 = 20000f;
}
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());
}
// 바위가 생성되고 집어던지는 스킬
//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_OnNavMesh(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);
//}
// 이펙트로 생성된 바위가 지정된 위치에 떨어지고 광역 피해를 입힘
IEnumerator Co_Skill1()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1");
// 투척 지점(타겟 위치)에 인디케이터 생성, 타겟이 없으면 앞으로 5m
var targetPos = isTarget ? m_Target.Get_position() : Get_PositionFoward_OnNavMesh(5f);
dic_indicator[0].SetActive(true);
dic_indicator[0].transform.position = targetPos;
yield return new WaitForSeconds(0.5f);
AnimationPlay("boss_skill1loop");
InGameInfo.Ins.Show_Effect("Effect_GolemChildSkill1Loop", this, eEffectLocation.Bottom, 6f);
yield return new WaitForSeconds(1.5f);
dic_indicator[0].SetActive(false);
yield return new WaitForSeconds(0.5f);
dic_indicator[2].SetActive(true);
dic_indicator[2].transform.position = dic_indicator[0].transform.position;
yield return new WaitForSeconds(2.0f);
// 후속타 발사!
var pd = pb_skill1after.Get_ProjectTileData();
pd.LifeTime = 3f;
pb_skill1after.Set(pd);
pb_skill1after.transform.position = dic_indicator[2].transform.position;
yield return new WaitForSeconds(2.0f);
Check_Battle();
Init(true, false);
}
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
pb.transform.position = dic_indicator[0].transform.position;
var collider = pb.GetComponent<Collider>();
collider.enabled = false;
CoroutineMgr.Ins.Set_Coroutine(() => { collider.enabled = true; }, 2f);
}
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_OnNavMesh(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);
Init(false, true);
Check_Battle();
yield return new WaitForSeconds(3.5f);
// 추가 데미지
ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Golem_Child_Skill2After", this, m_Target, Get_Skill2Dmg(), targetPos, 3f);
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override void Set_Skill2Projectile(ProjectileBase pb)
{ pb.transform.position = dic_indicator[1].transform.position; }
}