속박의 화살 개선 중

This commit is contained in:
Ino 2025-05-07 12:04:27 +09:00
parent 081c7fd157
commit 04a3846b17
3 changed files with 47 additions and 10 deletions

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View File

@ -4,7 +4,13 @@ public class Skill_BindingArrow : ProjectileBase
{ {
public Projectile_Strait[] arr_arrows; public Projectile_Strait[] arr_arrows;
[Header("화살 속도")] [Header("화살 속도")]
public float m_speed = 2f; public float m_speed = 3f;
[Header("화살 전체 각도")]
public float m_totalangle = 100f;
[Header("뒤로 밀리는 시간")]
public float m_backtime = 0.05f;
[Header("뒤로 밀리는 속도")]
public float m_backspeed = 10f;
public override void Set(ProjectileData _data) public override void Set(ProjectileData _data)
{ {
@ -12,17 +18,21 @@ public class Skill_BindingArrow : ProjectileBase
_data.Speed = m_speed; _data.Speed = m_speed;
_data.eStartPos = eProjectileStartPos.ShooterCenter; _data.eStartPos = eProjectileStartPos.ShooterCenter;
base.Set(_data); base.Set(_data);
_data.shooter.KnockBack(m_backtime, m_backspeed);
float startAngle = -m_totalangle * 0.5f;
float angleStep = m_totalangle / (arr_arrows.Length - 1);
for (int i = 0; i < arr_arrows.Length; i++) for (int i = 0; i < arr_arrows.Length; i++)
{ {
arr_arrows[i].gameObject.SetActive(true); var arrow = arr_arrows[i];
arr_arrows[i].Set(_data); arrow.gameObject.SetActive(true);
arrow.Set(_data);
arr_arrows[i].transform.localPosition = Vector3.zero; arrow.transform.localPosition = Vector3.zero;
// -60 ~ 60 사이로 각도를 균등 분배 float angle = startAngle + angleStep * i;
float angleStep = 120f / (arr_arrows.Length - 1); // 전체 각도(120도)를 화살 개수로 나누기 arrow.transform.localRotation = Quaternion.Euler(0f, angle, 0f);
float angle = -60f + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산
arr_arrows[i].transform.localEulerAngles = new Vector2(0f, angle);
} }
StartCoroutine(Co_Off(m_LifeTime * 2f)); StartCoroutine(Co_Off(m_LifeTime * 2f));

View File

@ -75,7 +75,13 @@ public class SkillCard : CardCoolTimeBase, IDropHandler
DSUtil.InActivateGameObjects(gos); DSUtil.InActivateGameObjects(gos);
GetComponentInChildren<Button>().onClick.AddListener(() => GetComponentInChildren<Button>().onClick.AddListener(() =>
{ {
MyValue.MyPC.Use_Skill(m_Data, false, m_Index, true); if (dic_button.ContainsKey(m_Data.n_SkillID))
{
if (dic_button[m_Data.n_SkillID]())
dic_button.Remove(m_Data.n_SkillID);
}
else
MyValue.MyPC.Use_Skill(m_Data, false, m_Index, true);
}); });
break; break;
case eUICardType.UIPetSkill: case eUICardType.UIPetSkill: