여러 상황 조작 버그 수정, 농장 개선
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@ -2,21 +2,27 @@
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Binary file not shown.
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@ -843,6 +843,7 @@ public class Actor : MyCoroutine
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{
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{
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OptionInfo.Ins.Set_PCMove(this, false);
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OptionInfo.Ins.Set_PCMove(this, false);
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var startPos = Get_position(); // 현재 위치
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var startPos = Get_position(); // 현재 위치
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if (m_Target.Get_Agent().radius > dist) dist = m_Target.Get_Agent().radius;
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var targetPos = Get_TeleportPostion(m_Target, dist);
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var targetPos = Get_TeleportPostion(m_Target, dist);
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var elapsed = 0f;
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else
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else
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m_NavMeshAgent.stoppingDistance = m_Magic.m_SkillTableData.f_SkillRange;
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m_NavMeshAgent.stoppingDistance = m_Magic.m_SkillTableData.f_SkillRange;
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// 상대 크기 보정해서 공격할 수 있게 함
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if (m_Target.Get_Agent().radius > m_NavMeshAgent.stoppingDistance)
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m_NavMeshAgent.stoppingDistance = m_Target.Get_Agent().radius + 0.5f;
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if (Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance + m_Target.Get_ScaleSizeDist())
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if (Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance + m_Target.Get_ScaleSizeDist())
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Play_Run();
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Play_Run();
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else if (!DSUtil.CheckNull(m_Magic))
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else if (!DSUtil.CheckNull(m_Magic))
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public class PCActor : MyActor
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public class PCActor : MyActor
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{
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{
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public Transform[] tfs_weapon; // 0 ?ㅻ뱶, 1 ?ㅻⅨ??
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public Transform[] tfs_weapon;
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bool isUI;
|
bool isUI;
|
||||||
float t_RecoverHPTime = 10f, t_RecoverMPTime = 10f, t_autoskill = 0.5f;
|
float t_RecoverHPTime = 10f, t_RecoverMPTime = 10f, t_autoskill = 0.5f;
|
||||||
|
|
@ -17,7 +17,7 @@ public class PCActor : MyActor
|
||||||
ObscuredFloat[] arr_magicMaxCoolTime = new ObscuredFloat[] { 0f, 0f, 0f, 0f, 0f, 0f };
|
ObscuredFloat[] arr_magicMaxCoolTime = new ObscuredFloat[] { 0f, 0f, 0f, 0f, 0f, 0f };
|
||||||
SkillListTableData[] arr_magicData = new SkillListTableData[6];
|
SkillListTableData[] arr_magicData = new SkillListTableData[6];
|
||||||
SkillCard[] arr_PCSkillCard;
|
SkillCard[] arr_PCSkillCard;
|
||||||
public int JoystickStatus = 0; // 0 議곗씠?ㅽ떛 x, 1 議곗씠?ㅽ떛 + run ?좊떂, 2 議곗씠?ㅽ떛留?
|
public int JoystickStatus = 0; // 0 조이스틱 x, 1 조이스틱 + run 애님, 2 조이스틱만
|
||||||
ObscuredFloat m_AvoidCoolTime;
|
ObscuredFloat m_AvoidCoolTime;
|
||||||
protected ClassConfigTableData m_ClassData;
|
protected ClassConfigTableData m_ClassData;
|
||||||
|
|
||||||
|
|
@ -150,7 +150,7 @@ public class PCActor : MyActor
|
||||||
{
|
{
|
||||||
MyValue.MyPC = this;
|
MyValue.MyPC = this;
|
||||||
|
|
||||||
//// 移대찓???꾩튂 ?↔린
|
//// 카메라 위치 잡기
|
||||||
//var curStageData = InGameInfo.Ins.Get_CurStageData();
|
//var curStageData = InGameInfo.Ins.Get_CurStageData();
|
||||||
//var viewcam = LoadMapMgr.Ins.Get_ViewCamera("ViewCamera");
|
//var viewcam = LoadMapMgr.Ins.Get_ViewCamera("ViewCamera");
|
||||||
//var maincam = Camera.main;
|
//var maincam = Camera.main;
|
||||||
|
|
@ -189,6 +189,8 @@ public class PCActor : MyActor
|
||||||
Del_Magic();
|
Del_Magic();
|
||||||
Play_Idle();
|
Play_Idle();
|
||||||
ActorInfo.Ins.All_Stop(false);
|
ActorInfo.Ins.All_Stop(false);
|
||||||
|
OptionInfo.Ins.Set_PCMove(this, true);
|
||||||
|
JoystickStatus = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool IsAvoidCoolTime() { return m_AvoidCoolTime > 0f; }
|
protected override bool IsAvoidCoolTime() { return m_AvoidCoolTime > 0f; }
|
||||||
|
|
|
||||||
|
|
@ -61,17 +61,27 @@ public class MainToFarm : MonoBehaviourSingletonTemplate<MainToFarm>
|
||||||
Resources.UnloadUnusedAssets();
|
Resources.UnloadUnusedAssets();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (warpPC) WarpToFarmFirstPosion();
|
//if (warpPC) WarpToFarm(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void WarpToFarmFirstPosion()
|
public void WarpToFarm(int index)
|
||||||
{
|
{
|
||||||
MyValue.MyPC.Set_AutoBraking(false);
|
MyValue.MyPC.Set_AutoBraking(false);
|
||||||
MyValue.MyPC.Play_Idle();
|
MyValue.MyPC.Play_Idle();
|
||||||
|
MyValue.MyChoiceMapData.n_PortalIndex = index;
|
||||||
LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, portalpos =>
|
LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, portalpos =>
|
||||||
{
|
{
|
||||||
MyValue.MyPC.Set_Warp(portalpos);
|
MyValue.MyPC.Set_Warp(portalpos);
|
||||||
MyValue.m_RealCamera.Set_Target(transform, LoadMapMgr.Ins.Get_MapZoneData(MyValue.MyChoiceMapData).CamRot_Portal);
|
MyValue.m_RealCamera.Set_Target(MyValue.MyPC.transform,
|
||||||
|
LoadMapMgr.Ins.Get_MapZoneData(MyValue.MyChoiceMapData).CamRot_Portal);
|
||||||
|
var pet = ActorInfo.Ins.Get_Actor(eRole.Pet);
|
||||||
|
if (index == 1)
|
||||||
|
{
|
||||||
|
pet.gameObject.SetActive(true);
|
||||||
|
pet.Set_Warp(portalpos + Vector3.back);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
pet.Off();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -8,12 +8,13 @@ public class FarmFarmUI : BotMenuBase
|
||||||
gameObject.SetActive(true);
|
gameObject.SetActive(true);
|
||||||
MyValue.MyPC.Set_AutoBraking(true);
|
MyValue.MyPC.Set_AutoBraking(true);
|
||||||
NewGameUI.Ins.SetUI_byGameMode(eGameMode.MyFarm, true);
|
NewGameUI.Ins.SetUI_byGameMode(eGameMode.MyFarm, true);
|
||||||
|
MainToFarm.Ins.WarpToFarm(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReturnToFarm()
|
public void ReturnToFarm()
|
||||||
{
|
{
|
||||||
gameObject.SetActive(false);
|
gameObject.SetActive(false);
|
||||||
NewGameUI.Ins.SetUI_byGameMode(eGameMode.MyFarm);
|
NewGameUI.Ins.SetUI_byGameMode(eGameMode.MyFarm);
|
||||||
MainToFarm.Ins.WarpToFarmFirstPosion();
|
MainToFarm.Ins.WarpToFarm(0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -56,7 +56,7 @@ public class FloatingJoystick : Joystick
|
||||||
{
|
{
|
||||||
background.gameObject.SetActive(false);
|
background.gameObject.SetActive(false);
|
||||||
base.OnPointerUp(eventData);
|
base.OnPointerUp(eventData);
|
||||||
if (MyValue.bMyPC && MyValue.MyPC.CanMove())
|
if (OptionInfo.Ins.Get_PCMove() && MyValue.bMyPC && MyValue.MyPC.CanMove())
|
||||||
{
|
{
|
||||||
MyValue.MyPC.Set_JoystickStatus(0);
|
MyValue.MyPC.Set_JoystickStatus(0);
|
||||||
MyValue.MyPC.Set_AutoBraking(true);
|
MyValue.MyPC.Set_AutoBraking(true);
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue