Project_WL/Assets/Script/Character/PC/WizardActor.cs

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2024-12-15 01:39:39 +00:00
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WizardActor : PCActor
{
float t = 1f;
void Shoot_MyProjectile()
{
Reset_AttackCoolTime();
m_DamageRate = 1f;
if (InGameInfo.Ins.Get_SelectSkillData(eEffect.Select_DoubleShot))
{
m_DamageRate = table_selectskill.Ins.Get_Data(eEffect.Select_DoubleShot).ValueBase;
Set_Coroutine(Shoot_MagicMissile, 0.25f);
}
if (InGameInfo.Ins.Get_SelectSkillData(eEffect.Select_TripleShot))
{
m_DamageRate = table_selectskill.Ins.Get_Data(eEffect.Select_TripleShot).ValueBase;
Set_Coroutine(Shoot_MagicMissile, 0.5f);
}
Shoot_MagicMissile();
}
void Shoot_MagicMissile()
{
ProjectileInfo.Ins.Shoot_Projectile("MagicMissile", this, m_Target, m_DamageRate, Get_CenterPositionFoward(), 10f);
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#if UNITY_EDITOR
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest") return;
#endif
//NewGameUI.Ins.m_GuideQuestUI.Add_GuideQuest(ePurpose.JoystickAttack);
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}
private void OnTriggerEnter(Collider other)
{
if (other.tag.Equals("House"))
MyValue.m_RealCamera.Set_InsideBuilding(true);
}
private void OnTriggerExit(Collider other)
{
if (other.tag.Equals("House"))
MyValue.m_RealCamera.Set_InsideBuilding(false);
}
public override void Move(float b)
{
base.Move(b);
#if UNITY_EDITOR
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest") return;
#endif
Set_Move(transform.position + transform.forward * b);
}
public override void Interpolation(string s)
{
base.Interpolation(s);
#if UNITY_EDITOR
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest") return;
#endif
StartCoroutine(Co_Interpolation(s));
}
IEnumerator Co_Interpolation(string s)
{
var dic_frame = new Dictionary<int, bool>();
var clips = m_animation.GetCurrentAnimatorClipInfo(0);
if (clips.Length == 0) yield break;
var currentClip = clips[0].clip;
var totalFrame = Mathf.RoundToInt(currentClip.frameRate * currentClip.length);
var split = s.Split(',');
for (int i = 0; i < split.Length - 1; i++)
dic_frame.Add(int.Parse(split[i]), false);
var valueperframe = float.Parse(split[split.Length - 1]);
Set_Warp(transform.position + transform.forward * valueperframe); // 제일 처음 프레임은 실행하고 시작
float t = 0f;
int prevFrame = 0;
while (!dic_frame[dic_frame.Keys.Max()])
{
var curState = m_animation.GetCurrentAnimatorStateInfo(0);
var curFrame = (int)(curState.normalizedTime * totalFrame);
// 놓친 프레임을 보완하기 위한 체크
for (int frame = prevFrame + 1; frame <= curFrame; frame++)
{
if (dic_frame.ContainsKey(frame) && !dic_frame[frame] && m_NavMeshAgent.isOnNavMesh && !IsOnlyDead())
{
dic_frame[frame] = true;
//Set_Move(transform.position + transform.forward * valueperframe);
//Set_Warp(transform.position + transform.forward * valueperframe);
m_NavMeshAgent.Move(transform.forward * valueperframe);
}
}
prevFrame = curFrame;
yield return null;
t += Time.deltaTime;
if (t >= curState.length)
break;
}
}
public override void Dodge(int a)
{
base.Dodge(a);
m_bCanDodge = a > 0;
//Debug.Log($"m_bCanDodge : {m_bCanDodge}");
}
public override void Immortal(int a)
{
base.Immortal(a);
m_bImmortal = a > 0;
//Debug.Log($"m_bImmortal : {m_bImmortal}");
}
}