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

69 lines
2.3 KiB
C#

using System.Collections;
using UnityEngine;
public class Boss_Minotos : BossMobActor
{
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 15f;
[Header("스킬1 데미지")]
public float Skill1Dmg = 1.2f;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 25f;
[Header("스킬2 지속시간")]
public float Skill2LifeTime = 15f;
[Header("스킬2 이동속도 증가량")]
public float Skill2MoveSpeed = 0.5f;
[Header("스킬2 공격속도 증가량")]
public float Skill2AttackSpeed = 0.5f;
public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false)
{
base.Set(isEnemy, owner, sdata, _id, _stop, _ui);
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);
Check_Battle();
Init(true, false);
}
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2");
Buff_or_Debuff(eCC.MOVSPD_Up, Skill2LifeTime, Skill2MoveSpeed);
Buff_or_Debuff(eCC.ATKSPD_Up, Skill2LifeTime, Skill2AttackSpeed);
InGameInfo.Ins.Show_Effect("Effect_MinotosSkill2", this, eEffectLocation.Bottom, Skill2LifeTime);
yield return new WaitForSeconds(0.5f);
Check_Battle();
Init(false, true);
}
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override Vector3 Get_Skill1Pos() { return Get_Center_position(); }
}