여러 상황 조작 버그 수정, 농장 개선

This commit is contained in:
Ino 2025-08-09 22:10:17 +09:00
parent be6edb2cb6
commit 1822e83d0e
10 changed files with 551 additions and 71545 deletions

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@ -843,6 +843,7 @@ public class Actor : MyCoroutine
{
OptionInfo.Ins.Set_PCMove(this, false);
var startPos = Get_position(); // 현재 위치
if (m_Target.Get_Agent().radius > dist) dist = m_Target.Get_Agent().radius;
var targetPos = Get_TeleportPostion(m_Target, dist);
var elapsed = 0f;

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@ -81,6 +81,10 @@ public class MyActor : Actor
else
m_NavMeshAgent.stoppingDistance = m_Magic.m_SkillTableData.f_SkillRange;
// 상대 크기 보정해서 공격할 수 있게 함
if (m_Target.Get_Agent().radius > m_NavMeshAgent.stoppingDistance)
m_NavMeshAgent.stoppingDistance = m_Target.Get_Agent().radius + 0.5f;
if (Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance + m_Target.Get_ScaleSizeDist())
Play_Run();
else if (!DSUtil.CheckNull(m_Magic))

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@ -8,7 +8,7 @@ using Random = UnityEngine.Random;
public class PCActor : MyActor
{
public Transform[] tfs_weapon; // 0 ?ㅻ뱶, 1 ?ㅻⅨ??
public Transform[] tfs_weapon;
bool isUI;
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 };
SkillListTableData[] arr_magicData = new SkillListTableData[6];
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;
protected ClassConfigTableData m_ClassData;
@ -150,7 +150,7 @@ public class PCActor : MyActor
{
MyValue.MyPC = this;
//// 移대찓???꾩튂 ?↔린
//// 카메라 위치 잡기
//var curStageData = InGameInfo.Ins.Get_CurStageData();
//var viewcam = LoadMapMgr.Ins.Get_ViewCamera("ViewCamera");
//var maincam = Camera.main;
@ -189,6 +189,8 @@ public class PCActor : MyActor
Del_Magic();
Play_Idle();
ActorInfo.Ins.All_Stop(false);
OptionInfo.Ins.Set_PCMove(this, true);
JoystickStatus = 0;
}
protected override bool IsAvoidCoolTime() { return m_AvoidCoolTime > 0f; }

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@ -61,17 +61,27 @@ public class MainToFarm : MonoBehaviourSingletonTemplate<MainToFarm>
Resources.UnloadUnusedAssets();
}
if (warpPC) WarpToFarmFirstPosion();
//if (warpPC) WarpToFarm(0);
}
public void WarpToFarmFirstPosion()
public void WarpToFarm(int index)
{
MyValue.MyPC.Set_AutoBraking(false);
MyValue.MyPC.Play_Idle();
MyValue.MyChoiceMapData.n_PortalIndex = index;
LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, 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();
});
}
}

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@ -8,12 +8,13 @@ public class FarmFarmUI : BotMenuBase
gameObject.SetActive(true);
MyValue.MyPC.Set_AutoBraking(true);
NewGameUI.Ins.SetUI_byGameMode(eGameMode.MyFarm, true);
MainToFarm.Ins.WarpToFarm(1);
}
public void ReturnToFarm()
{
gameObject.SetActive(false);
NewGameUI.Ins.SetUI_byGameMode(eGameMode.MyFarm);
MainToFarm.Ins.WarpToFarmFirstPosion();
MainToFarm.Ins.WarpToFarm(0);
}
}

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@ -56,7 +56,7 @@ public class FloatingJoystick : Joystick
{
background.gameObject.SetActive(false);
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_AutoBraking(true);