속박의 화살 개선 중
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@ -53,8 +53,10 @@ MonoBehaviour:
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@ -4,7 +4,13 @@ public class Skill_BindingArrow : ProjectileBase
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{
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public Projectile_Strait[] arr_arrows;
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[Header("화살 속도")]
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public float m_speed = 2f;
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public float m_speed = 3f;
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[Header("화살 전체 각도")]
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public float m_totalangle = 100f;
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[Header("뒤로 밀리는 시간")]
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public float m_backtime = 0.05f;
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[Header("뒤로 밀리는 속도")]
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public float m_backspeed = 10f;
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public override void Set(ProjectileData _data)
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{
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@ -12,17 +18,21 @@ public class Skill_BindingArrow : ProjectileBase
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_data.Speed = m_speed;
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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base.Set(_data);
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_data.shooter.KnockBack(m_backtime, m_backspeed);
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float startAngle = -m_totalangle * 0.5f;
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float angleStep = m_totalangle / (arr_arrows.Length - 1);
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for (int i = 0; i < arr_arrows.Length; i++)
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{
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arr_arrows[i].gameObject.SetActive(true);
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arr_arrows[i].Set(_data);
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var arrow = arr_arrows[i];
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arrow.gameObject.SetActive(true);
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arrow.Set(_data);
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arr_arrows[i].transform.localPosition = Vector3.zero;
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arrow.transform.localPosition = Vector3.zero;
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// -60 ~ 60 사이로 각도를 균등 분배
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float angleStep = 120f / (arr_arrows.Length - 1); // 전체 각도(120도)를 화살 개수로 나누기
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float angle = -60f + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산
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arr_arrows[i].transform.localEulerAngles = new Vector2(0f, angle);
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float angle = startAngle + angleStep * i;
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arrow.transform.localRotation = Quaternion.Euler(0f, angle, 0f);
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}
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StartCoroutine(Co_Off(m_LifeTime * 2f));
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@ -75,6 +75,12 @@ public class SkillCard : CardCoolTimeBase, IDropHandler
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DSUtil.InActivateGameObjects(gos);
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GetComponentInChildren<Button>().onClick.AddListener(() =>
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{
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if (dic_button.ContainsKey(m_Data.n_SkillID))
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{
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if (dic_button[m_Data.n_SkillID]())
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dic_button.Remove(m_Data.n_SkillID);
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}
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else
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MyValue.MyPC.Use_Skill(m_Data, false, m_Index, true);
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});
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break;
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