제멋대로 화살 버그 수정 및 속박의 화살 작업 중...

This commit is contained in:
Ino 2025-01-20 06:26:25 +09:00
parent 755327f9ac
commit 14b7c32b97
11 changed files with 2723 additions and 19772 deletions

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@ -0,0 +1,30 @@
using UnityEngine;
public class Skill_BindingArrow : ProjectileBase
{
public Projectile_Strait[] arr_arrows;
[Header("화살 속도")]
public float m_speed = 2f;
public override void Set(ProjectileData _data)
{
_data.LifeTime = 2f;
_data.Speed = m_speed;
_data.eStartPos = eProjectileStartPos.ShooterCenter;
base.Set(_data);
for (int i = 0; i < arr_arrows.Length; i++)
{
arr_arrows[i].gameObject.SetActive(true);
arr_arrows[i].Set(_data);
arr_arrows[i].transform.localPosition = Vector3.zero;
// -60 ~ 60 사이로 각도를 균등 분배
float angleStep = 120f / (arr_arrows.Length - 1); // 전체 각도(120도)를 화살 개수로 나누기
float angle = -60f + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산
arr_arrows[i].transform.localEulerAngles = new Vector2(0f, angle);
}
StartCoroutine(Co_Off(m_LifeTime * 2f));
}
}

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

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@ -206,7 +206,7 @@ public enum eEffect
Skill_Berserk, Skill_EarthSlam, Skill_Whirlwind, Skill_Berserk, Skill_EarthSlam, Skill_Whirlwind,
Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade, Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade,
Skill_ShadowSlash, Skill_DarkAmbush, Skill_PhantomFrenzy, Skill_ShadowSlash, Skill_DarkAmbush, Skill_PhantomFrenzy,
Skill_UnpredictableArrow, Skill_TrapSetup, Skill_UnpredictableArrow, Skill_TrapSetup, Skill_BindingArrow,
Skill_Poison, Skill_Poison,