제멋대로 화살

This commit is contained in:
Ino 2025-05-07 10:06:12 +09:00
parent bec825e57d
commit 081c7fd157
14 changed files with 41578 additions and 1185 deletions

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@ -16,26 +16,25 @@ public class Projectile_WaveMove : ProjectileBase
{
float elapsedTime = 0f;
float totalDistance = Vector3.Distance(start, end);
Vector3 direction = (end - start).normalized; // 목표 지점으로의 방향
Vector3 direction = (end - start).normalized;
// 방향에 수직인 벡터를 구합니다 (좌우 흔들림용)
Vector3 perpendicular = Vector3.Cross(direction, Vector3.up).normalized;
while (elapsedTime * m_ProjecTileData.Speed < totalDistance)
{
elapsedTime += Time.deltaTime;
// 현재 직선상의 위치
Vector3 linearPosition = start + direction * (elapsedTime * m_ProjecTileData.Speed);
// 사인파로 X축 좌우 흔들림 추가
float waveOffsetX = Mathf.Sin(elapsedTime * waveFrequency + wavePhase) * waveAmplitude;
// 흔들림 방향을 이동 방향의 수직 방향으로 적용
float waveOffset = Mathf.Sin(elapsedTime * waveFrequency + wavePhase) * waveAmplitude;
Vector3 waveOffsetVec = perpendicular * waveOffset;
// 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);
}
}

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@ -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;

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@ -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);
}