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

133 lines
5.1 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using WebSocketSharp;
public class Boss_Shaga : BossMobActor
{
[Header("스킬1 쿨타임")]
public float Skill1CoolTime = 18f;
[Header("스킬1 데미지")]
public float Skill1Dmg = 1.6f;
[Header("스킬1 디버프 시간")]
public float Skill1FrostTime = 6f;
[Header("스킬1 공속 감소")]
public float Skill1AtkSpd = 0.5f;
[Header("스킬1 이속 감소")]
public float Skill1MovSpd = 0.5f;
[Header("---------------------------------------")]
public bool Perforation_Line;
[Header("스킬2 쿨타임")]
public float Skill2CoolTime = 20f;
[Header("스킬2 쿨타임")]
public float Skill2ChargingTime = 3f;
[Header("스킬2 소환물 유지 시간")]
public float Skill2SummonLifeTime = 12f;
[Header("스킬2 소환 몬스터 ID")]
public int Skill2SummonMobID = 176;
[Header("스킬2 소환 갯수")]
public int Skill2SummonCount = 2;
[Header("스킬2 스탯 계승")]
public float Skill2StatRate = 0.5f;
SkillListTableData m_Frost = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, 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);
Load_Indicator("BossShaga_Skill1_Indicator", 0);
m_Frost.f_ExtraValue1 = Skill1FrostTime;
m_Frost.f_ExtraValue2 = Skill1AtkSpd;
m_Frost.f_ExtraValue3 = Skill1MovSpd;
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");
dic_indicator[0].SetActive(true);
dic_indicator[0].transform.position = DSUtil.Get_RandomPos_onNavMesh(Get_position(), 2f, 3f);
yield return new WaitForSeconds(0.5f);
dic_indicator[0].SetActive(false);
Check_Battle();
Init(true, false);
}
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override Vector3 Get_Skill1Pos() { return dic_indicator[0].transform.position; }
protected override void Set_Skill1Projectile(ProjectileBase pb)
{
var pc = pb as Projectile_Curved;
pc.Launch_Curved(Get_position(), Get_Skill1Pos(), 1.5f, 4f, true, () =>
{
ProjectileInfo.Ins.Shoot_Projectile("FieldBoss/Shaga_Skill1Ground", this, null, 1f,
pc.transform.position, Skill1FrostTime, pb =>
{
var pd = pb.Get_ProjectTileData();
pd.e_SkillExtraType = m_Frost.e_SkillExtraType;
pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(pd.e_SkillExtraType);
pd.m_SkillListTableData = m_Frost;
});
});
}
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill2charging");
InGameInfo.Ins.Show_Effect("Effect_Shaga_Charging", this, eEffectLocation.Mid, Skill2ChargingTime);
yield return new WaitForSeconds(Skill2ChargingTime);
AnimationPlay("boss_skill2attack");
// 무적 상태의 소환물 2기 소환
var mobData = table_monsterlist.Ins.Get_Data_orNull(Skill2SummonMobID);
for (int i = 0; i < Skill2SummonCount; i++)
{
AddrResourceMgr.Ins.LoadObject<GameObject>(mobData.s_MonsterPrefab, handle =>
{
var mob = DSUtil.Get_Clone<MobActor>(handle.Result, transform.parent);
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(mob.gameObject);
ActorInfo.Ins.Add_Actor(mob, eRole.Mob, m_MonsterAppearData.n_SpawnerID, mobData.s_MonsterPrefab);
mob.Set(true, null, null, m_MonsterAppearData.n_SpawnerID, false);
var summonpos = DSUtil.Get_RandomPos_onNavMesh(Get_position(), 2f);
mob.Set(mobData, summonpos, null, 0, Skill2SummonLifeTime);
InGameInfo.Ins.Show_Effect("Effect_Shaga_Summon", summonpos);
mob.m_SubRole = eSubRol.Summon;
mob.On_Regen();
mob.Get_StatInfo().Reset_byStatInfo(Get_StatInfo(), Skill2StatRate);
list_summon.Add(mob);
});
}
yield return new WaitForSeconds(0.5f);
Check_Battle();
Init(false, true);
yield return new WaitForSeconds(Skill2SummonLifeTime - 0.5f);
list_summon.ForEach(f => f.Off());
}
}