코뿔소 스킬 추가 수정

This commit is contained in:
Nam Tae Gun 2024-07-01 18:11:29 +09:00
parent d878985662
commit aa85f0f1e7
3 changed files with 9 additions and 6 deletions

View File

@ -71,7 +71,6 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
_animationController.ResetAnimationSpeed();
IsUsingSkill = true;
var isAttacked = false;
var startPosition = SkillUser.transform.position;
var targetVector = _targetCollider.transform.position - startPosition;
targetVector.y = 0f;
@ -115,14 +114,11 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
for (var i = 0; i < hitCount; i++)
{
if (isAttacked) continue;
var raycastHit = RaycastHits[i];
var iDamageable = raycastHit.transform.GetComponentInParent<IDamageable>();
if (iDamageable == null || !iDamageable.CanDamage()) continue;
iDamageable.TakeDamage(SkillData.Damage);
isAttacked = true;
var iStunnable = raycastHit.transform.GetComponentInParent<IStunnable>();
iStunnable?.TryStun(_bullChargeData.StunDuration);

View File

@ -71,12 +71,19 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
{
EnableSkill = false;
IsUsingSkill = true;
var startPosition = SkillUser.transform.position;
var targetVector = _targetCollider.transform.position - startPosition;
targetVector.y = 0f;
var targetDirection = targetVector.normalized;
transform.position = SkillUser.transform.position + Vector3.up * 3f;
var angle = Mathf.Atan2(_rhinoceros.CurrentDirection.x, _rhinoceros.CurrentDirection.z) * Mathf.Rad2Deg;
var angle = Mathf.Atan2(targetDirection.x, targetDirection.z) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, angle, 0);
transform.localScale = new Vector3(_seismicThrustData.HorizontalRange, 6f, SkillData.Radius * 2);
var myLocalScale = transform.localScale;
_halfScale = new Vector3(myLocalScale.x * 0.5f, myLocalScale.y * 0.5f, myLocalScale.z * 0.25f);
_rhinoceros.CurrentDirection = targetDirection;
ShowIndicator();

View File

@ -209,7 +209,7 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
hitDirection = hitDirection == Vector3.zero ? Vector3.right : hitDirection;
var hitDistance = hitVector.magnitude;
var powerCoefficient = stunRange - hitDistance;
var addForcePower = powerCoefficient / stunRange * _skyFallSmashData.PushPowerCoefficient;
var addForcePower = Mathf.Max(10f, powerCoefficient / stunRange * _skyFallSmashData.PushPowerCoefficient);
iPhysicMovable.SetPush(hitDirection, addForcePower);
}
}