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

132 lines
4.6 KiB
C#

using System.Collections;
using UnityEngine;
public class Boss_IceGolem : BossMobActor
{
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 8f;
[Header("스킬1 타겟 위치와의 거리")]
public float Skill1TargetRange = 2f;
[Header("스킬1 달려가는 속도")]
public float Skill1Speed = 5f;
[Header("스킬1 데미지")]
public float Skill1Dmg = 3.5f;
[Header("스킬1 스턴 시간")]
public float Skill1StunTime = 2f;
[Header("스킬1 인디케이터")]
public string Skill1Indicator = "IceGolem_Skill1_Indicator";
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 10f;
[Header("스킬2 달려가는 속도")]
public float Skill2Speed = 7f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 3.5f;
[Header("스킬2 넉백 시간")]
public float Skill2KnockBackTime = 0.3f;
[Header("스킬2 스턴 시간")]
public float Skill2StunTime = 1f;
[Header("스킬2 인디케이터")]
public string Skill2Indicator = "IceGolem_Skill2_Indicator";
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);
Load_Indicator(Skill1Indicator, 0);
Load_Indicator(Skill2Indicator, 1);
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 (isTarget)
{
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
{
Run_byUseSkill(Skill1TargetRange, Skill1Speed, success =>
{
AnimationPlay("boss_skill1start");
dic_indicator[0].transform.position = Get_position();
dic_indicator[0].SetActive(true);
Jump(0.5f, 3f, 2f, 5f, () =>
{
dic_indicator[0].SetActive(false);
Init(true, false);
AnimationPlay("boss_skill1attack");
});
});
}
else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill2());
}
}
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2start");
dic_indicator[1].SetActive(true);
dic_indicator[1].transform.position = Get_position();
if (isTarget) dic_indicator[1].transform.LookAt(m_Target.transform);
float t = 0f;
while (t < 3f)
{
yield return null;
t += Time.deltaTime;
if (isTarget)
{
transform.LookAt(m_Target.transform);
dic_indicator[1].transform.LookAt(m_Target.transform);
}
else break;
}
dic_indicator[1].SetActive(false);
if (isTarget)
{
AnimationPlay("boss_skill2runattack");
transform.LookAt(m_Target.transform);
m_NavMeshAgent.stoppingDistance = 0.1f;
Set_Path(Get_PositionFoward(18f)); // IceGolem_Skill2_Indicator 길이
while (!Complete_Destination())
{
m_NavMeshAgent.speed = Skill2Speed;
yield return null;
}
m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
m_NavMeshAgent.speed = Get_MoveSpeed();
}
Init(false, true);
}
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override Vector3 Get_Skill1Pos() { return Get_Center_position(); }
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.Set_SkillExtra_MakeSkillListTableData(eSkillExtraType.Stun, Skill1StunTime);
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override Vector3 Get_Skill2Pos() { return Get_position(); }
protected override void Set_Skill2Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.Set_SkillExtra_MakeSkillListTableData(eSkillExtraType.KnockbackStun, Skill2KnockBackTime, Skill2StunTime);
}
}