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

69 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
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 = 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);
//if (DSUtil.CheckNull(go_indicator1)) IndicatorInfo.Ins.Make_Indicator(Skill1Indicator, go => { go_indicator1 = go; });
//if (DSUtil.CheckNull(go_indicator2)) IndicatorInfo.Ins.Make_Indicator(Skill2Indicator, go => { go_indicator2 = go; });
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)
{
//Change_MobStatus(eMobStatus.Skill);
}
}
IEnumerator Co_Skill1()
{
Change_MobStatus(eMobStatus.Skill);
AnimationPlay("boss_skill1");
yield return new WaitForSeconds(0.5f);
Check_Battle();
Init(true, false);
}
protected override float Get_Skill1Dmg() { return Skill1Dmg; }
protected override Vector3 Get_Skill1Pos() { return Get_Center_position(); }
}