코뿔소 스킬 추가 수정
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@ -71,7 +71,6 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
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_animationController.ResetAnimationSpeed();
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IsUsingSkill = true;
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var isAttacked = false;
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var startPosition = SkillUser.transform.position;
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var targetVector = _targetCollider.transform.position - startPosition;
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targetVector.y = 0f;
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@ -115,14 +114,11 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
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for (var i = 0; i < hitCount; i++)
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{
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if (isAttacked) continue;
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var raycastHit = RaycastHits[i];
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var iDamageable = raycastHit.transform.GetComponentInParent<IDamageable>();
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if (iDamageable == null || !iDamageable.CanDamage()) continue;
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iDamageable.TakeDamage(SkillData.Damage);
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isAttacked = true;
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var iStunnable = raycastHit.transform.GetComponentInParent<IStunnable>();
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iStunnable?.TryStun(_bullChargeData.StunDuration);
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@ -71,12 +71,19 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
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{
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EnableSkill = false;
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IsUsingSkill = true;
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var startPosition = SkillUser.transform.position;
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var targetVector = _targetCollider.transform.position - startPosition;
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targetVector.y = 0f;
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var targetDirection = targetVector.normalized;
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transform.position = SkillUser.transform.position + Vector3.up * 3f;
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var angle = Mathf.Atan2(_rhinoceros.CurrentDirection.x, _rhinoceros.CurrentDirection.z) * Mathf.Rad2Deg;
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var angle = Mathf.Atan2(targetDirection.x, targetDirection.z) * Mathf.Rad2Deg;
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transform.rotation = Quaternion.Euler(0, angle, 0);
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transform.localScale = new Vector3(_seismicThrustData.HorizontalRange, 6f, SkillData.Radius * 2);
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var myLocalScale = transform.localScale;
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_halfScale = new Vector3(myLocalScale.x * 0.5f, myLocalScale.y * 0.5f, myLocalScale.z * 0.25f);
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_rhinoceros.CurrentDirection = targetDirection;
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ShowIndicator();
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@ -209,7 +209,7 @@ namespace BlueWater.Enemies.Bosses.Rhinoceros.Skills
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hitDirection = hitDirection == Vector3.zero ? Vector3.right : hitDirection;
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var hitDistance = hitVector.magnitude;
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var powerCoefficient = stunRange - hitDistance;
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var addForcePower = powerCoefficient / stunRange * _skyFallSmashData.PushPowerCoefficient;
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var addForcePower = Mathf.Max(10f, powerCoefficient / stunRange * _skyFallSmashData.PushPowerCoefficient);
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iPhysicMovable.SetPush(hitDirection, addForcePower);
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}
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}
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