블레이드 댄서 기본 세팅 적용됐어요.

신규 애니메이션 적용했어요.
스킬 공격이나 스킬 사용 시 미끄러짐 수정했어요.
블레이드 댄서 스킬1 휩쓸기 적용됐어요.
This commit is contained in:
Ino 2025-01-14 15:51:57 +09:00
parent aad926718e
commit 11bfa7517b
14 changed files with 2041 additions and 45 deletions

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@ -275,9 +275,9 @@ public class Actor : MyCoroutine
}
public virtual void Run_byJoystick(Vector3 _v) { }
protected void StopMove_Imm()
protected void StopMove_Imm(bool setIdle)
{
CurAnim = eAnim.Idle;
if (setIdle) CurAnim = eAnim.Idle;
if (m_NavMeshAgent.isOnNavMesh)
{
m_NavMeshAgent.isStopped = true;
@ -1375,7 +1375,7 @@ public class Actor : MyCoroutine
m_animation.speed = 0f;
}
StopMove_Imm();
StopMove_Imm(true);
//Remove_Freeze();
//for (int j = 0; j < arr_Renderer.Length; j++)
@ -1497,7 +1497,7 @@ public class Actor : MyCoroutine
{
dic_ccData[eCC.KnockedAirborne].CCTime = _airborneTime;
StopMove_Imm();
StopMove_Imm(true);
m_NavMeshAgent.enabled = false;
Vector3 v3_ori = new Vector3(transform.position.x, transform.position.y, transform.position.z);
@ -1533,7 +1533,7 @@ public class Actor : MyCoroutine
//AnimationPlay("stun");
var cc = eCC.Stun;
dic_ccData[cc].CCTime = _time;
StopMove_Imm();
StopMove_Imm(true);
yield return new WaitForSeconds((float)_time);
dic_ccData[cc].CCTime = 0f;
On_NavMeshAgent();
@ -1608,13 +1608,9 @@ public class Actor : MyCoroutine
public virtual void Play_Attack(int _attack, float _as)
{
if (IsRole(eRole.Pet) && CurAnim == eAnim.Attack) return;
//if (IsDead() || CurAnim == eAnim.Attack + _attack || CurAnim >= eAnim.Skill1) return;
if (IsDead() || CurAnim >= eAnim.Skill) return;
//if (m_NavMeshAgent.enabled && m_NavMeshAgent.isOnNavMesh)
// m_NavMeshAgent.isStopped = true;
StopMove_Imm();
StopMove_Imm(false);
CurAnim = eAnim.Attack + _attack;
var aniname = MyValue.Get_AnimName(eAnim.Attack + _attack);
@ -1641,8 +1637,7 @@ public class Actor : MyCoroutine
if (!DSUtil.CheckNull(m_Target)) transform.LookAt(m_Target.transform);
if (m_NavMeshAgent.isOnNavMesh)
m_NavMeshAgent.isStopped = true;
StopMove_Imm(false);
if (!DSUtil.CheckNull(m_Magic))
{

View File

@ -236,7 +236,7 @@ public class MobActor : Actor
case eMobStatus.BattleStop:
Del_Target();
Play_Idle();
StopMove_Imm();
StopMove_Imm(true);
break;
case eMobStatus.Attack:
break;

View File

@ -64,19 +64,22 @@ public class MyActor : Actor
return;
}
if (DSUtil.CheckNull(m_Magic))
m_NavMeshAgent.stoppingDistance = m_NavStopDistance + (float)m_Stat.Get_Stat(eStat.AttackRange_Up);
else
m_NavMeshAgent.stoppingDistance = m_Magic.m_SkillTableData.f_SkillRange;
if (CurAnim < eAnim.Attack)
{
if (DSUtil.CheckNull(m_Magic))
m_NavMeshAgent.stoppingDistance = m_NavStopDistance + (float)m_Stat.Get_Stat(eStat.AttackRange_Up);
else
m_NavMeshAgent.stoppingDistance = m_Magic.m_SkillTableData.f_SkillRange;
if (CurAnim < eAnim.Attack && Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance + m_Target.Get_ScaleSizeDist())
Play_Run();
else if (!DSUtil.CheckNull(m_Magic))
Use_Skill(m_Magic.m_SkillTableData, false, m_Magic.m_uiIndex);
else if (CurAnim != eAnim.Attack && m_attackCoolTime > 0f)
Play_Idle();
else if(CurAnim != eAnim.Skill && CurAnim != eAnim.Dodge)
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
if (Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance + m_Target.Get_ScaleSizeDist())
Play_Run();
else if (!DSUtil.CheckNull(m_Magic))
Use_Skill(m_Magic.m_SkillTableData, false, m_Magic.m_uiIndex);
//else if (CurAnim != eAnim.Attack && m_attackCoolTime > 0f)
// Play_Idle();
else if (CurAnim != eAnim.Skill && CurAnim != eAnim.Dodge)
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
}
}
}
}
@ -117,7 +120,7 @@ public class MyActor : Actor
public override void Get_Damage(DamageInfo _dinfo)
{
base.Get_Damage(_dinfo);
if (m_Target == null || m_Target.IsDead() || m_Target.m_SubRole == eSubRol.Ore)
if (DSUtil.CheckNull(m_Target) || m_Target.IsDead() || m_Target.m_SubRole == eSubRol.Ore)
{
m_Target = _dinfo.Beater;
}
@ -126,24 +129,25 @@ public class MyActor : Actor
public override void Play_Run()
{
base.Play_Run();
if (!DSUtil.CheckNull(m_Target))
{
if (!Set_Path(m_Target.Get_position()))
{ // 적이 내비메시 위에 없다고 판단됨
m_Target.ReCal_NaveMesh();
}
}
if (!DSUtil.CheckNull(m_Target)) Set_Path(m_Target.Get_position());
//if (!DSUtil.CheckNull(m_Target))
//{
// if (!Set_Path(m_Target.Get_position()))
// { // 적이 내비메시 위에 없다고 판단됨
// m_Target.ReCal_NaveMesh();
// }
//}
}
public override void Play_Attack(int _attack, float _as)
{
base.Play_Attack(_attack, _as);
if (!DSUtil.CheckNull(m_Target))
{
if (!Set_Path(m_Target.Get_position())) // 때리려는 타겟쪽으로 보게 함
{ // 적이 내비메시 위에 없다고 판단됨
m_Target.ReCal_NaveMesh();
}
}
//if (!DSUtil.CheckNull(m_Target))
//{
// if (!Set_Path(m_Target.Get_position())) // 때리려는 타겟쪽으로 보게 함
// { // 적이 내비메시 위에 없다고 판단됨
// m_Target.ReCal_NaveMesh();
// }
//}
}
public void Check_Target(bool forcefind = false)
{

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@ -0,0 +1,27 @@
using System.Collections;
using UnityEngine;
public class Skill_SweepAttack : ProjectileBase
{
public GameObject go_effect;
public override void Set(ProjectileData _data)
{
base.Set(_data);
transform.position = _data.shooter.Get_Center_position();
transform.eulerAngles = Vector3.zero;
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
go_effect.SetActive(false);
yield return new WaitForSeconds(0.1f);
go_effect.SetActive(true);
yield return new WaitForSeconds(0.4f);
go_effect.SetActive(false);
go_effect.SetActive(true);
yield return new WaitForSeconds(0.1f);
Off(true);
}
}

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@ -201,6 +201,7 @@ public enum eEffect
Skill_IceBolt, Skill_Fireball, Skill_FireBolt, Skill_EnergyBall, Skill_Blizzard, Skill_Flower, Skill_Golem, Skill_EarthWorm,
Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow, Skill_OneHandCombo1,
Skill_FatalBlow, Skill_DashSlash, Skill_EnergySlash, Skill_BrutalSlash, Skill_Berserk, Skill_EarthSlam, Skill_Whirlwind,
Skill_SweepAttack,
Skill_Poison,