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

128 lines
4.7 KiB
C#

using System;
using System.Collections;
using UnityEngine;
public class Boss_QueenUndead : BossMobActor
{
public GameObject go_attackeffect;
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 6f;
[Header("스킬1 지속 시간")]
public float Skill1LifeTime = 5f;
[Header("스킬1 마나번")]
public float Skill1Manaburn = 0.02f;
[Header("스킬1 발동거리")]
public float Skill1Distance = 15f;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 18f;
[Header("스킬2 차징시간")]
public float Skill2ChargingTime = 2f;
[Header("스킬2 데미지")]
public float Skill2Dmg = 3.2f;
[Header("스킬2 뒤로 점프하는 거리")]
public float Skill2BackDist = 7.5f;
[Header("스킬2 뒤로 점프하는 시간")]
public float Skill2BackDuration = 1.5f;
SkillListTableData m_SilenceCurse = new SkillListTableData { e_SkillExtraType = eSkillExtraType.SilenceCurse, f_ExtraValue4 = 1f };
public override void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order, float noDmgTime = 0f)
{
base.Set(mobtable, pos, actDie, order, noDmgTime);
go_attackeffect.SetActive(false);
Load_Indicator("UndeadQueen_Skill2_Indicator", 0);
m_SilenceCurse.f_ExtraValue1 = Skill1LifeTime;
m_SilenceCurse.f_ExtraValue2 = Skill1Manaburn;
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;
}
public override void Play_Attack(int _attack, float _as, Action actsuccess = null)
{
go_attackeffect.SetActive(false);
base.Play_Attack(_attack, _as, () => { CoroutineMgr.Ins.Set_Coroutine(() => { go_attackeffect.SetActive(true); }, 0.1f); });
}
protected override void Update()
{
base.Update();
if (IsDead() || IsStop) return;
if (UseSkillIndex == 1 && MobStatus != eMobStatus.Skill)
{
if (isTarget && Vector3.Distance(m_Target.Get_position(), Get_position()) >= Skill1Distance)
StartCoroutine(Co_Skill1());
else
UseSkillIndex = 0;
}
else if (UseSkillIndex == 2 && MobStatus != eMobStatus.Skill)
StartCoroutine(Co_Skill2());
}
IEnumerator Co_Skill1()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1");
yield return new WaitForSeconds(1.5f);
Check_Battle();
Init(true, false);
}
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = eSkillExtraType.SilenceCurse;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
}
protected override Vector3 Get_Skill1Pos() { return m_Target.Get_position(); }
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2charging");
InGameInfo.Ins.Show_Effect("Effect_QueenUndeadCharging", this, eEffectLocation.Bottom, Skill2ChargingTime);
InGameInfo.Ins.Show_Effect("Effect_QueenUndeadSkill2Start", Get_position());
dic_indicator[0].transform.position = Get_position();
dic_indicator[0].SetActive(true);
yield return new WaitForSeconds(Skill2ChargingTime);
AnimationPlay("boss_skill2attack");
dic_indicator[0].SetActive(false);
//yield return new WaitForSeconds(0.5f);
//InGameInfo.Ins.Show_Effect("Effect_QueenUndeadSkill2End", Get_position());
yield return new WaitForSeconds(1.0f);
Check_Battle();
Init(false, true);
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override void Set_Skill2Projectile(ProjectileBase pb)
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = m_SilenceCurse.e_SkillExtraType;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_SilenceCurse;
pd.Action_OnHit = hitter =>
{
if (hitter.IsMainPC()) TimeMgr.Ins.Set_TimeScale();
var pos = (hitter.Get_position() - Get_position()) * Skill2BackDist + hitter.Get_position();
hitter.JumpToPosition(pos, Skill2BackDuration, 1f, true);
};
}
}