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|
||||
// 최종 위치: 흔들림 추가
|
||||
Vector3 wavyPosition = linearPosition + new Vector3(waveOffsetX, 0f, 0f);
|
||||
|
||||
transform.position = wavyPosition;
|
||||
transform.position = linearPosition + waveOffsetVec;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 목표 지점 도달 후 투사체 삭제
|
||||
Off(true);
|
||||
}
|
||||
}
|
||||
|
|
@ -10,7 +10,7 @@ public class Skill_TrapSetup : Projectile_Curved
|
|||
|
||||
public override void Set(ProjectileData _data)
|
||||
{
|
||||
if (_data.shooter.IsRole(eRole.PC))
|
||||
if (_data.shooter.IsMainPC())
|
||||
SkillCard.dic_button.Add(_data.m_SkillListTableData.n_SkillID, Boom);
|
||||
TrapHitChecker.gameObject.SetActive(true);
|
||||
TrapHitChecker.Get_Collider().enabled = false;
|
||||
|
|
@ -36,7 +36,9 @@ public class Skill_TrapSetup : Projectile_Curved
|
|||
|
||||
bool Boom()
|
||||
{
|
||||
if (TrapHitChecker.Get_Collider().enabled && !ExplosionHitChecker.gameObject.activeInHierarchy)
|
||||
if (gameObject.activeInHierarchy &&
|
||||
TrapHitChecker.Get_Collider().enabled &&
|
||||
!ExplosionHitChecker.gameObject.activeInHierarchy)
|
||||
{
|
||||
StartCoroutine(Co_Update());
|
||||
return true;
|
||||
|
|
|
|||
|
|
@ -47,20 +47,21 @@ public class Skill_UnpredictableArrow : ProjectileBase
|
|||
for (int i = 0; i < list_projectile.Count; i++)
|
||||
m_ProjecTileData.Copy(list_projectile[i]);
|
||||
|
||||
m_ProjecTileData.shooter.AnimationPlay("skill1_loop");
|
||||
OptionInfo.Ins.Set_PCMove(m_ProjecTileData.shooter, false);
|
||||
for (int i = 0; i < m_count; i++)
|
||||
{
|
||||
yield return new WaitForSeconds(m_delay);
|
||||
ProjectileInfo.Ins.Shoot_Projectile(projectile_prefab, list_projectile[i], pb =>
|
||||
{
|
||||
pb.m_Pierce = true;
|
||||
pb.transform.localScale = Vector3.one * 0.5f;
|
||||
//pb.m_Pierce = true;
|
||||
//pb.transform.localScale = Vector3.one * 0.5f;
|
||||
var target = m_ProjecTileData.shooter.Get_CenterPositionFoward(Random.Range(MinDistance, MaxDistance));
|
||||
var Amplitude = Random.Range(MinwaveAmplitude, MaxwaveAmplitude);
|
||||
var Frequency = Random.Range(MinwaveFrequency, MaxwaveFrequency);
|
||||
pb.Launch(transform.position, target, Random.value > 0.5f ? 0f : Mathf.PI, Amplitude, Frequency);
|
||||
});
|
||||
}
|
||||
OptionInfo.Ins.Set_PCMove(m_ProjecTileData.shooter, true);
|
||||
m_ProjecTileData.shooter.Play_Idle();
|
||||
Off(true);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue