[refact] 변수 정리 및 가독성 정리
- 안쓰는 유징문 제거 - 넉백과 슬로우 이펙트 프리팹 분리 - 데미지 이펙트 캐싱처리 - 패턴 실행 유틸리티 합침 Work in JIRA ISSUE DEG-100
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@ -1,9 +1,6 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.AI;
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using Random = UnityEngine.Random;
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public class CasterDemonController : EnemyController
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@ -15,15 +12,12 @@ public class CasterDemonController : EnemyController
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public static readonly int Telepo = Animator.StringToHash("Telepo");
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public static readonly int Spin = Animator.StringToHash("Spin");
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private bool _doneBattleSequence = true;
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private Coroutine _currentSequence;
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[SerializeField] private Transform teleportTransform;
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[SerializeField] private Transform bulletShotPosition;
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[SerializeField] private GameObject magicMissilePrefab;
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[SerializeField] private GameObject teleportEffectPrefab;
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[SerializeField] private Vector3 teleportTargetPosition = Vector3.zero;
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[Header("각종 데미지 이펙트 세트")]
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[SerializeField] private GameObject chariotWarning;
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[SerializeField] private GameObject chariotEffect;
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@ -31,6 +25,9 @@ public class CasterDemonController : EnemyController
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[Space(10)]
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[SerializeField] private GameObject slowFieldWarning;
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[SerializeField] private GameObject slowFieldEffect;
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[SerializeField] private GameObject knockbackEffect;
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private float _knockbackTimer = 10f;
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private const float KnockBackThresholdTime = 10f;
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// 텔레포트 쿨타임 처음엔 빨리 사용 가능함
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private float _teleportTimer = 10f;
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@ -40,16 +37,84 @@ public class CasterDemonController : EnemyController
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private float _tinkingTimer = 3f;
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private float _thinkingThresholdTime = 3f;
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// 프로퍼티
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private bool _doneBattleSequence = true;
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private Coroutine _currentSequence;
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private DamageEffectData? _knockbackData;
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private DamageEffectData KnockbackData
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{
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get
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{
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if (_knockbackData == null)
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{
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_knockbackData = new DamageEffectData
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{
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damage = 0,
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radius = 7.5f,
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delay = 0.5f,
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targetLayer = TargetLayerMask,
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explosionEffectPrefab = knockbackEffect
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};
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}
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return _knockbackData.Value;
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}
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}
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private DamageEffectData? _slowFieldEffectData;
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private DamageEffectData SlowFieldEffectData
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{
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get
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{
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if (_slowFieldEffectData == null)
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{
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_slowFieldEffectData = new DamageEffectData
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{
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damage = 0,
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radius = 7.5f,
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delay = 2.5f,
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targetLayer = TargetLayerMask,
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explosionEffectPrefab = slowFieldEffect
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};
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}
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return _slowFieldEffectData.Value;
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}
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}
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private DamageEffectData? _teleportEffectData;
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private DamageEffectData TeleportEffectData
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{
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get
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{
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if (_teleportEffectData == null)
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{
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_teleportEffectData = new DamageEffectData
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{
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damage = (int)attackPower,
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radius = 10,
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delay = 1.5f,
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targetLayer = TargetLayerMask,
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explosionEffectPrefab = chariotEffect
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};
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}
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return _teleportEffectData.Value;
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}
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}
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// 특수 스킬 사용 가능 여부
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private bool CanKnockback
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{
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get
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{
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if (!(_knockbackTimer >= KnockBackThresholdTime)) return false;
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_knockbackTimer = 0f;
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return true;
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}
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}
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private bool CanTeleport {
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get
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{
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if (_teleportTimer >= TeleportThresholdTime )
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{
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_teleportTimer = 0;
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return true;
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}
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return false;
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if (!(_teleportTimer >= TeleportThresholdTime)) return false;
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_teleportTimer = 0;
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return true;
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}
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}
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private bool CanBattleSequence
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@ -70,6 +135,7 @@ public class CasterDemonController : EnemyController
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{
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_teleportTimer += Time.deltaTime;
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_tinkingTimer += Time.deltaTime;
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_knockbackTimer += Time.deltaTime;
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}
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public override void BattleSequence()
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@ -96,14 +162,14 @@ public class CasterDemonController : EnemyController
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case 2:
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case 3:
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case 4:
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SetSequence(RunPattern(ShotMagicMissile));
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SetSequence(ShotMagicMissile);
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break;
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case 5:
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case 6:
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case 7:
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case 8:
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case 9:
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SetSequence(RunPattern(SlowFieldSpell));
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SetSequence(SlowFieldSpell);
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break;
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}
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@ -117,7 +183,10 @@ public class CasterDemonController : EnemyController
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Teleport();
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return;
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}
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SetSequence(RunPattern(KnockbackSpell));
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if (CanKnockback)
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{
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SetSequence(KnockbackSpell);
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}
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}
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private IEnumerator ShotMagicMissile()
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@ -176,23 +245,16 @@ public class CasterDemonController : EnemyController
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// 텔레포트와 함께 시전하는 범위 공격
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var aoe = Instantiate(chariotWarning, startPos, Quaternion.identity).GetComponent<ChariotAoeController>();
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var effectData = new DamageEffectData
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{
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damage = (int)attackPower,
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radius = 10,
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delay = 1.5f,
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targetLayer = TargetLayerMask,
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explosionEffectPrefab = chariotEffect
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};
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aoe.SetEffect(effectData, null, null);
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aoe.SetEffect(TeleportEffectData, null, null);
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// 텔레포트 타겟 위치로 이동
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Agent.Warp(teleportTargetPosition);
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SetAnimation(Telepo);
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if (teleportEffectPrefab != null)
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Instantiate(teleportEffectPrefab, Vector3.zero, Quaternion.identity);
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Instantiate(teleportEffectPrefab, teleportTargetPosition, Quaternion.identity);
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}
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private IEnumerator SlowFieldSpell()
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@ -201,21 +263,12 @@ public class CasterDemonController : EnemyController
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// 1. 시전 애니메이션
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transform.LookAt(aimPosition);
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SetAnimation(Cast);
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// 2. 장판 생성과 세팅
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var effectData = new DamageEffectData
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{
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damage = 0,
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radius = 7.5f,
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delay = 2.5f,
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targetLayer = TargetLayerMask,
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explosionEffectPrefab = slowFieldEffect
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};
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var fixedPos = new Vector3(aimPosition.x, 0, aimPosition.z);
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var warning = Instantiate(chariotWarning, fixedPos, Quaternion.identity).GetComponent<MagicAoEField>();
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warning.SetEffect(effectData, null, null);
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warning.SetEffect(SlowFieldEffectData, null, null);
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// 3. 짧은 텀 후 끝내기
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yield return Wait.For(1f);
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@ -226,29 +279,20 @@ public class CasterDemonController : EnemyController
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// 시전 애니메이션
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SetAnimation(Spin);
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var effectData = new DamageEffectData
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{
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damage = 0,
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radius = 7.5f,
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delay = 0.5f,
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targetLayer = TargetLayerMask,
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explosionEffectPrefab = slowFieldEffect
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};
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// 넉백 발생
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var knockback = Instantiate(chariotWarning, transform).GetComponent<MagicAoEField>();
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knockback.SetEffect(effectData, null, null, DebuffType.Knockback.ToString());
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knockback.SetEffect(KnockbackData, null, null, DebuffType.Knockback.ToString());
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yield return Wait.For(1f);
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}
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private void SetSequence(IEnumerator newSequence)
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#region 유틸리티
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private void SetSequence(Func<IEnumerator> newSequence)
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{
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if (_currentSequence != null)
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{
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StopCoroutine(_currentSequence);
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}
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_currentSequence = StartCoroutine(newSequence);
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_currentSequence = StartCoroutine(RunPattern(newSequence));
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}
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private IEnumerator RunPattern(Func<IEnumerator> pattern)
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@ -256,4 +300,5 @@ public class CasterDemonController : EnemyController
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yield return StartCoroutine(pattern());
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_doneBattleSequence = true;
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}
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#endregion
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}
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