222 lines
9.5 KiB
C#
222 lines
9.5 KiB
C#
using System;
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using System.Collections;
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using BlueWater.Audios;
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using BlueWater.Interfaces;
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using BlueWater.Maps;
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using BlueWater.Players;
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using BlueWater.Utility;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace BlueWater.Enemies.Bosses.SandMole.Skills
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{
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public class SingleRoll : BaseSkill
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{
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[Title("추가 옵션")]
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[SerializeField]
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private bool _isDrawingGizmo = true;
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private SingleRollData _singleRollData;
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private SpineController _spineController;
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private Rigidbody _userRigidbody;
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private CapsuleCollider _userCollider;
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private Collider _targetCollider;
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private ICurrentDirection _iCurrentDirection;
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private Transform _particleInstantiateLocation;
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private float _colliderRadius;
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private float _attackRadius;
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private void OnDrawGizmos()
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{
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if (!_isDrawingGizmo || !IsUsingSkill || !SkillUser) return;
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(SkillUser.transform.position, _attackRadius);
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}
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protected override void BasicSetting()
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{
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_singleRollData = (SingleRollData)SkillData;
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_spineController = SkillUser.GetComponent<SpineController>();
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_userRigidbody = SkillUser.GetComponent<Rigidbody>();
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_userCollider = SkillUser.GetComponent<CapsuleCollider>();
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_targetCollider = SkillUser.GetComponent<ITarget>().Target;
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_particleInstantiateLocation = MapManager.Instance.SandMoleMapController.ParticleInstanceLocation;
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_iCurrentDirection = SkillUser.GetComponent<ICurrentDirection>();
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_colliderRadius = _userCollider.radius * SkillUser.transform.localScale.x;
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_attackRadius = _colliderRadius * 0.5f;
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HitColliders = new Collider[4];
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base.BasicSetting();
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}
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public override void ActivateSkill(params Action[] actions)
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{
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Utils.StartUniqueCoroutine(this, ref SkillCoroutineInstance, SkillCoroutine(actions));
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}
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private IEnumerator SkillCoroutine(params Action[] actions)
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{
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EnableSkill = false;
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_spineController.SetSkin(SandMoleSkin.Idle.ToString());
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var spinReady2Track = _spineController.PlayAnimation(SandMoleAnimation.SpinReady2.ToString(), false);
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if (spinReady2Track == null)
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{
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EndSkill(0, actions[0]);
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yield break;
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}
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AudioManager.Instance.PlaySfx("SandMoleRoll");
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yield return new WaitUntil(() => spinReady2Track.IsComplete);
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_spineController.SetSkin(SandMoleSkin.Spin.ToString());
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var spinTrack = _spineController.PlayAnimation(SandMoleAnimation.Spin.ToString(), true);
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if (spinTrack == null || !SkillUser)
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{
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EndSkill(0, actions[0]);
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yield break;
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}
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IsUsingSkill = true;
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var startPosition = SkillUser.transform.position;
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var targetPosition = _targetCollider.transform.position;
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targetPosition.y = startPosition.y;
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var targetVector = targetPosition - startPosition;
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var targetDirection = targetVector.normalized;
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if (!Physics.Raycast(startPosition, targetDirection, out var hit, 100f, _singleRollData.WallLayer))
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{
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Debug.LogError("벽을 탐지하지 못했습니다.");
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EndSkill(0, actions[0]);
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yield break;
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}
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var targetDistance = hit.distance;
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transform.position = startPosition + Vector3.up * 3f;
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transform.localScale = new Vector3(_colliderRadius, 6f, targetDistance * 2);
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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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_iCurrentDirection.CurrentDirection = targetDirection;
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ShowIndicator();
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var elapsedTime = 0f;
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var fill = 1 / SkillData.CastingTime;
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while (elapsedTime <= SkillData.CastingTime)
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{
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elapsedTime += Time.deltaTime;
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if (IsUsingIndicator && Indicator)
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{
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var fillValue = Indicator.material.GetFloat(_fillHash) + Time.deltaTime * fill;
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Indicator.material.SetFloat(_fillHash, fillValue);
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}
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yield return null;
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}
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HideIndicator();
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elapsedTime = 0f;
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var isCrashedWall = false;
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while (!isCrashedWall)
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{
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elapsedTime += Time.deltaTime;
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if (elapsedTime >= 5f || !SkillUser)
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{
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if (elapsedTime >= 5f)
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{
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print("무한 루프 버그");
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}
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EndSkill(SkillData.Cooldown, actions[0]);
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yield break;
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}
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var skillUserPosition = SkillUser.transform.position;
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var moveDistance = _singleRollData.RollSpeed * Time.fixedDeltaTime;
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var hitCount = Physics.OverlapSphereNonAlloc(skillUserPosition, _attackRadius, HitColliders,
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_singleRollData.TargetLayer, QueryTriggerInteraction.Collide);
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for (var i = 0; i < hitCount; i++)
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{
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var hitCollider = HitColliders[i];
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if (hitCollider.CompareTag("Wall"))
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{
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AudioManager.Instance.PlaySfx("JumpSlamDown");
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VisualFeedbackManager.Instance.CameraShake(CombatCameraManager.Instance.BaseCombatCamera,
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_singleRollData.CameraShakingPower, _singleRollData.CameraShakingDuration);
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var forceDirection = -targetDirection + Vector3.up * _singleRollData.AirJumpForce;
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_userRigidbody.linearVelocity = Vector3.zero;
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_userRigidbody.AddForce(forceDirection * _singleRollData.BounceBackForce, ForceMode.Impulse);
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isCrashedWall = true;
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break;
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}
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var iDamageable = hitCollider.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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var iPhysicMovable = hitCollider.transform.GetComponentInParent<IPhysicMovable>();
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if (iPhysicMovable == null) continue;
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var hitVector = hitCollider.transform.position - SkillUser.transform.position;
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hitVector.y = 0f;
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var hitDirection = hitVector.normalized;
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iPhysicMovable.SetPush(hitDirection, _singleRollData.PushPower);
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// var cross = Vector3.Cross(hitDirection, transform.forward);
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// var addForceDirection = cross.y >= 0f
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// ? Quaternion.Euler(0, -90, 0) * transform.forward
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// : Quaternion.Euler(0, 90, 0) * transform.forward;
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// iPhysicMovable.AddForce(addForceDirection * _singleRollData.PushPower, ForceMode.Impulse);
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}
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_userRigidbody.MovePosition(skillUserPosition + targetDirection * moveDistance);
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yield return new WaitForFixedUpdate();
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}
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if (_singleRollData.RockfallPrefab)
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{
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var rockfallCount = (int)(targetDistance / _singleRollData.RockfallInterval);
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for (var i = 3; i < rockfallCount; i++)
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{
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if (!SkillUser)
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{
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EndSkill(SkillData.Cooldown, actions[0]);
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yield break;
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}
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var randomSide = Random.Range(_singleRollData.RandomSide.x, _singleRollData.RandomSide.y);
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var spawnPosition = SkillUser.transform.position
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+ -targetDirection * _singleRollData.RockfallInterval * i
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+ Vector3.up * _singleRollData.RockfallSpawnHeight;
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spawnPosition += Vector3.Cross(-targetDirection, Vector3.up).normalized * randomSide;
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Instantiate(_singleRollData.RockfallPrefab, spawnPosition, Quaternion.identity, _particleInstantiateLocation);
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}
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}
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elapsedTime = 0f;
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while (elapsedTime < 1f)
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{
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elapsedTime += Time.deltaTime;
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yield return null;
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}
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EndSkill(SkillData.Cooldown, actions[0]);
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}
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private void EndSkill(float cooldown, Action action)
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{
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Utils.EndUniqueCoroutine(this, ref SkillCoroutineInstance);
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_spineController.SetSkin(SandMoleSkin.Normal.ToString());
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_spineController.PlayAnimation(SandMoleAnimation.Idle.ToString(), true);
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action?.Invoke();
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IsUsingSkill = false;
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Utils.StartUniqueCoroutine(this, ref CooldownCoroutineInstance,Utils.CoolDownCoroutine(cooldown, EndCooldown));
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}
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}
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} |