98 lines
3.3 KiB
C#
98 lines
3.3 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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public class Boss_FlowerDryad : BossMobActor
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{
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[Header("스킬1 쿨타임")]
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public float Skill1CoolTime = 20f;
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[Header("스킬1 즉시 회복량")]
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public float Skill1Heal = 0.1f;
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[Header("스킬1 주변 몬스터 찾는 거리")]
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public float Skill1FindArea = 3f;
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[Header("스킬1 회복 지속 시간")]
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public float Skill1LifeTime = 6f;
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[Header("스킬1 회복 딜레이")]
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public float Skill1DelayTime = 1f;
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[Header("스킬1 회복 딜레이 당 회복량")]
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public float Skill1PerHeal = 0.01f;
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[Header("---------------------------------------")]
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public bool Perforation_Line;
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[Header("스킬2 쿨타임")]
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public float Skill2CoolTime = 18f;
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[Header("스킬2 차징시간")]
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public float Skill2ChargingTime = 3f;
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[Header("스킬2 데미지")]
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public float Skill2Dmg = 5.2f;
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SkillListTableData m_SilenceCurse = new SkillListTableData { e_SkillExtraType = eSkillExtraType.SilenceCurse, f_ExtraValue4 = 1f };
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public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
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{
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base.Set(mobtable, pos, actDie, order);
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m_SilenceCurse.f_ExtraValue1 = Skill1LifeTime;
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//m_SilenceCurse.f_ExtraValue2 = Skill1Manaburn;
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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}
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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{
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base.Init(initSkill1CoolTime, initSkill2CoolTime);
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if (initSkill1CoolTime) CoolTime_Skill1 = Skill1CoolTime;
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if (initSkill2CoolTime) CoolTime_Skill2 = Skill2CoolTime;
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}
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protected override void Update()
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{
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base.Update();
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if (IsDead() || IsStop) return;
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//if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
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// StartCoroutine(Co_Skill1());
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//else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
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// StartCoroutine(Co_Skill2());
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}
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IEnumerator Co_Skill1()
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{
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill1");
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yield return new WaitForSeconds(1.5f);
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Check_Battle();
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Init(true, false);
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}
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protected override void Set_Skill1Projectile(ProjectileBase pb)
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{
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var pd = pb.Get_ProjectTileData();
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pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
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pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
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pd.m_SkillListTableData = m_SilenceCurse;
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}
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IEnumerator Co_Skill2()
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{
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Change_MobStatus(eMobStatus.Skill);
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AnimationPlay("boss_skill2charging");
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InGameInfo.Ins.Show_Effect("Effect_QueenUndeadCharging", this, eEffectLocation.Bottom, Skill2ChargingTime);
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yield return new WaitForSeconds(Skill2ChargingTime);
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AnimationPlay("boss_skill2attack");
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yield return new WaitForSeconds(1.5f);
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Check_Battle();
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Init(false, true);
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}
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protected override float Get_Skill2Dmg() { return Skill2Dmg; }
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protected override void Set_Skill2Projectile(ProjectileBase pb)
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{
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var pd = pb.Get_ProjectTileData();
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pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
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pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
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pd.m_SkillListTableData = m_SilenceCurse;
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}
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} |