OldBlueWater/BlueWater/Assets/02.Scripts/SlimeBossMapController.cs
NTG 498162d4a8 TimeScale 기능 VisualFeedbackManager로 이동
+ 전투 맵 수정
+ CombatPlayer MainSkillUi 초기화 오류 수정
+ 메뉴UI Close버튼 미작동 수정
+ HitStop과 SlowMotion 겹치는 문제 수정
2024-05-13 16:21:45 +09:00

73 lines
2.5 KiB
C#

using System.Collections;
using BlueWaterProject;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
public class SlimeBossMapController : BossMapController
{
// 추가 설정
[Title("추가 설정")]
[SerializeField] private SlimeStateSo slimeStateSo;
[SerializeField] private float splitPower = 500f;
[SerializeField] private Vector3 leftSplitDirection = new(-0.5f, 1f, 0);
[SerializeField] private Vector3 rightSplitDirection = new(0.5f, 1f, 0);
public override void InitBossMap()
{
base.InitBossMap();
DataManager.Inst.CurrentSaveStage = SaveStage.SLIME;
InstantiateSlime(bossSpawnTransform.position, 1, true);
}
private TitanSlime InstantiateSlime(Vector3 instantiatePosition, int level, bool hasRabbit)
{
var instantiateBoss = Instantiate(bossPrefab, instantiatePosition, Quaternion.identity, bossInstantiateTransform).GetComponent<TitanSlime>();
var slimeState = slimeStateSo.SlimeStateList.Find((list) => list.Level == level);
instantiateBoss.Init(slimeState, hasRabbit);
CombatUiManager.Inst.FieldBossHpSlider.SetHpSlider(instantiateBoss.MaxHp, instantiateBoss.BossName);
bossInstanceList.Add(instantiateBoss.gameObject);
return instantiateBoss;
}
public void SpawnSplitSlimes(Vector3 deathPosition, int nextLevel, bool hasRabbit)
{
var instantiateBossLeft = InstantiateSlime(deathPosition, nextLevel, hasRabbit);
var instantiateBossRight = InstantiateSlime(deathPosition, nextLevel, false);
instantiateBossLeft.AddForce(leftSplitDirection, splitPower, ForceMode.Impulse);
instantiateBossRight.AddForce(rightSplitDirection, splitPower, ForceMode.Impulse);
}
public void DieRabbit()
{
StartCoroutine(nameof(DieRabbitCoroutine));
}
private IEnumerator DieRabbitCoroutine()
{
VisualFeedbackManager.Inst.SetBaseTimeScale(0.1f);
AllDestroyBoss();
CombatUiManager.Inst.FadeInOut();
var elapsedTime = 0f;
while (elapsedTime <= 3f)
{
elapsedTime += Time.unscaledDeltaTime;
yield return null;
}
VisualFeedbackManager.Inst.SetBaseTimeScale(1f);
elapsedTime = 0f;
while (elapsedTime <= 2f)
{
elapsedTime += Time.unscaledDeltaTime;
yield return null;
}
CombatUiManager.Inst.ClearPopupUi.Open();
}
}