DEG-100 원거리 마법사 보스 개발 #16
@ -9,7 +9,7 @@ public class KnockbackEffect : StatusEffect
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public KnockbackEffect(Vector3 sourcePosition, float knockbackForce,float duration)
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public KnockbackEffect(Vector3 sourcePosition, float knockbackForce,float duration)
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{
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{
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effectName = "Knockback";
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effectName = DebuffType.Knockback.ToString();
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this.duration = duration;
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this.duration = duration;
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_sourcePosition = sourcePosition;
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_sourcePosition = sourcePosition;
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_knockbackForce = knockbackForce;
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_knockbackForce = knockbackForce;
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@ -6,7 +6,7 @@ public class SlowDebuff : StatusEffect
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public SlowDebuff(float duration, float slowMultiplier)
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public SlowDebuff(float duration, float slowMultiplier)
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{
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{
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this.effectName = "Slow";
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this.effectName = DebuffType.Slow.ToString();
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this.duration = duration;
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this.duration = duration;
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_slowMultiplier = slowMultiplier;
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_slowMultiplier = slowMultiplier;
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}
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}
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@ -1,5 +1,11 @@
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using UnityEngine;
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using UnityEngine;
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public enum DebuffType
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{
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Slow,
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Knockback,
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}
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public class MagicAoEField : AoeControllerBase
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public class MagicAoEField : AoeControllerBase
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{
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{
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protected override void HitCheck()
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protected override void HitCheck()
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@ -31,7 +37,7 @@ public class MagicAoEField : AoeControllerBase
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playerController.AddStatusEffect(slow);
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playerController.AddStatusEffect(slow);
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}
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}
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break;
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break;
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case "knockback":
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case "Knockback":
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if (playerController != null)
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if (playerController != null)
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{
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{
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var knPos = transform.position;
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var knPos = transform.position;
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@ -43,6 +43,7 @@ public class CasterDemonController : EnemyController
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private float _tinkingTimer = 3f;
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private float _tinkingTimer = 3f;
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private float _tinkingThresholedTime = 3f;
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private float _tinkingThresholedTime = 3f;
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// 프로퍼티
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private bool CanTeleport {
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private bool CanTeleport {
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get
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get
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{
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{
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@ -54,7 +55,6 @@ public class CasterDemonController : EnemyController
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return false;
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return false;
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}
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}
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}
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}
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private bool CanBattleSequence
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private bool CanBattleSequence
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{
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{
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get
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get
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@ -96,22 +96,15 @@ public class CasterDemonController : EnemyController
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{
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{
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case 0:
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case 0:
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case 1:
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case 1:
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case 2:
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case 2:
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case 3:
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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SetSequence(ShotMagicMissile());
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SetSequence(ShotMagicMissile());
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break;
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break;
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case 4:
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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 8:
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case 9:
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case 9:
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SetSequence(SlowFieldSpell());
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SetSequence(SlowFieldSpell());
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break;
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break;
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@ -250,7 +243,7 @@ public class CasterDemonController : EnemyController
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// 넉백 발생
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// 넉백 발생
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var knockback = Instantiate(chariotWarning, transform).GetComponent<MagicAoEField>();
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var knockback = Instantiate(chariotWarning, transform).GetComponent<MagicAoEField>();
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knockback.SetEffect(effectData, null, null, "knockback");
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knockback.SetEffect(effectData, null, null, DebuffType.Knockback.ToString());
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yield return new WaitForSeconds(1f);
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yield return new WaitForSeconds(1f);
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_doneBattleSequence = true;
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_doneBattleSequence = true;
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