제멋대로 화살 버그 수정 및 속박의 화살 작업 중...
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@ -0,0 +1,30 @@
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using UnityEngine;
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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 override void Set(ProjectileData _data)
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{
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_data.LifeTime = 2f;
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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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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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arr_arrows[i].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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}
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StartCoroutine(Co_Off(m_LifeTime * 2f));
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Skill_UnpredictableArrow : ProjectileBase
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@ -7,8 +8,14 @@ public class Skill_UnpredictableArrow : ProjectileBase
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public string projectile_prefab = "Projectile_RookieArcherSkill1";
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[Header("투사체 갯수")]
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public int m_count = 10;
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[Header("다음 투사체 발사 딜레이")]
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public float m_delay = 0.15f;
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[Header("투사체 속도")]
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public float m_speed = 1.5f;
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[Header("최소 도달 거리")]
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public float MinDistance = 5f;
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[Header("최대 도달 거리")]
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public float MaxDistance = 10f;
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[Header("최소 좌우 진폭")]
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public float MinwaveAmplitude = 0f;
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[Header("최대 좌우 진폭")]
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@ -18,8 +25,17 @@ public class Skill_UnpredictableArrow : ProjectileBase
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[Header("최대 좌우 주파수")]
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public float MaxwaveFrequency = 3f;
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List<ProjectileData> list_projectile = new List<ProjectileData>();
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public override void Set(ProjectileData _data)
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{
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if (list_projectile.Count < m_count)
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{
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var addCount = m_count - list_projectile.Count;
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for (int i = 0; i < addCount; ++i)
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list_projectile.Add(new ProjectileData());
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}
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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_data.Speed = m_speed;
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base.Set(_data);
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@ -28,19 +44,24 @@ public class Skill_UnpredictableArrow : ProjectileBase
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IEnumerator Co_Update()
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{
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for (int i = 0; i < list_projectile.Count; i++)
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m_ProjectTileData.Copy(list_projectile[i]);
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m_ProjectTileData.shooter.AnimationPlay("skill1_loop");
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for (int i = 0; i < m_count; i++)
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{
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yield return new WaitForSeconds(0.25f);
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ProjectileInfo.Ins.Shoot_Projectile(projectile_prefab, m_ProjectTileData, pb =>
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yield return new WaitForSeconds(m_delay);
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ProjectileInfo.Ins.Shoot_Projectile(projectile_prefab, list_projectile[i], pb =>
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{
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pb.m_Pierce = true;
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pb.transform.localScale = Vector3.one * 0.5f;
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var target = m_ProjectTileData.shooter.Get_CenterPositionFoward(Random.Range(3f, 6f));
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var target = m_ProjectTileData.shooter.Get_CenterPositionFoward(Random.Range(MinDistance, MaxDistance));
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var Amplitude = Random.Range(MinwaveAmplitude, MaxwaveAmplitude);
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var Frequency = Random.Range(MinwaveFrequency, MaxwaveFrequency);
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pb.Launch(transform.position, target, Random.value > 0.5f ? 0f : Mathf.PI, Amplitude, Frequency);
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});
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}
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m_ProjectTileData.shooter.Play_Idle();
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Off(true);
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}
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}
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@ -206,7 +206,7 @@ public enum eEffect
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Skill_Berserk, Skill_EarthSlam, Skill_Whirlwind,
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Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade,
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Skill_ShadowSlash, Skill_DarkAmbush, Skill_PhantomFrenzy,
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Skill_UnpredictableArrow, Skill_TrapSetup,
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Skill_UnpredictableArrow, Skill_TrapSetup, Skill_BindingArrow,
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Skill_Poison,
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