2026-05-22 보스스킬 : 지진
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@@ -19,14 +19,10 @@ public class HazardSkill : BossSkill
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[SerializeField] private GameObject _hazardHitboxOrigin;
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[SerializeField] private int _hitBoxDamage = 15;
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private SkillSupport support;
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private void Awake()
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{
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if (_animator == null)
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_animator = GetComponentInChildren<Animator>();
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support = Object.FindFirstObjectByType<SkillSupport>();
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}
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protected override async Awaitable RunSkill(CancellationToken token)
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@@ -64,12 +60,7 @@ protected override async Awaitable RunSkill(CancellationToken token)
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private void PredictHazards(int dirChoice)
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{
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if(support == null)
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{
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Debug.Log("Null이니");
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}
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SkillPredict[] predicts = dirChoice switch { 0 => support.DownHazardPredicts, 1=> support.RightHazardPredicts, _=> null};
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SkillPredict[] predicts = dirChoice switch { 0 => GameManager.Instance.SkillSupporter.DownHazardPredicts, 1=> GameManager.Instance.SkillSupporter.RightHazardPredicts, _=> null};
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for (int i = 0; i < predicts.Length; i++)
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{
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@@ -80,7 +71,7 @@ private void PredictHazards(int dirChoice)
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private void FireHazards(int dirChoice)
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{
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Transform[] hazardPoss = dirChoice switch { 0 => support.DownHazardFirePos, 1=> support.RightHazardFirePos, _=> null};
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Transform[] hazardPoss = dirChoice switch { 0 => GameManager.Instance.SkillSupporter.DownHazardFirePos, 1=> GameManager.Instance.SkillSupporter.RightHazardFirePos, _=> null};
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Vector2 attackDir = dirChoice switch {0 => Vector2.down,1=>Vector2.right,_=>Vector2.left};
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if (hazardPoss == null) return;
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