35 lines
1.2 KiB
C#
35 lines
1.2 KiB
C#
using UnityEngine;
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public class FieldBossData : MyCoroutine
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{
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public bool isChapterBoss;
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public int n_MonsterID, n_SpawnerId;
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public float RegenTime = 10f;
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MobActor m_FieldBoss;
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private void Start()
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{
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// 필드 몬스터 생성
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var fieldbossdata = table_monsterlist.Ins.Get_Data_orNull(n_MonsterID);
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AddrResourceMgr.Ins.LoadObject<GameObject>(fieldbossdata.s_MonsterPrefab, handle =>
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{
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m_FieldBoss = DSUtil.Get_Clone<MobActor>(handle.Result, transform);
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AddrResourceMgr.Ins.Set_AddressableReleaseSelf(m_FieldBoss.gameObject);
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m_FieldBoss.Set(true, null, null, n_SpawnerId, false);
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m_FieldBoss.Set(fieldbossdata, transform.position, AfterDie, -1);
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m_FieldBoss.On_Regen();
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m_FieldBoss.MagicID = 0;
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ActorInfo.Ins.Add_Actor(m_FieldBoss, eRole.Mob, n_SpawnerId, fieldbossdata.s_MonsterPrefab);
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});
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}
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private void AfterDie(int obj)
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{
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Set_Coroutine(() => { m_FieldBoss.On_Regen(); }, RegenTime);
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if (isChapterBoss)
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{
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// TODO 정인호 : 챕터 보스 처치 후 다음 챕터로 가는 포탈 열기
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}
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}
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} |