Cute_OctopusCa, Cute_OctopusCb, 배리어 추가

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Ino 2025-02-13 10:13:22 +09:00
parent 2a69cbeb46
commit 1960c748e6
30 changed files with 872 additions and 16 deletions

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@ -63,7 +63,8 @@ public class Actor : MyCoroutine
protected ServerData m_ServerData;
protected Renderer[] arr_Renderer;
protected TurnOff_GO[] arr_Effects;
protected Dictionary<eSkillExtraType, bool> dic_skillextra = new Dictionary<eSkillExtraType, bool>();
protected Dictionary<eSkillExtraType, bool> dic_skillextra = new Dictionary<eSkillExtraType, bool>(); // 부가 효과 적용 여부
protected Dictionary<eSkillExtraType, int> dic_skillextraCount = new Dictionary<eSkillExtraType, int>(); // 부가 효과 적용 여부
protected Dictionary<eCC, CCData> dic_ccData = new Dictionary<eCC, CCData>();
protected Dictionary<eCC, Dictionary<Actor, double>> dic_ccAddRate = new Dictionary<eCC, Dictionary<Actor, double>>();
protected Dictionary<eCC, TurnOff_GO> dic_CCEffect = new Dictionary<eCC, TurnOff_GO>();
@ -438,6 +439,7 @@ public class Actor : MyCoroutine
Cal_Damage(_dinfo);
Check_CC_byAttack(_dinfo);
Check_Extra();
#if UNITY_EDITOR
if (SceneManager.GetActiveScene().name == "StatTest")
@ -458,7 +460,22 @@ public class Actor : MyCoroutine
DungeonInfo.Ins.Add_TotalDmg(_dinfo.Damage * addmul);
}
else
m_Stat.Set_Stat(false, eStat.HP, _dinfo.Damage);
{
if (dic_ccData[eCC.Barrier].CCDmg > 0)
{ // 배리어가 있으면 배리어부터 계산
_dinfo.TextColor = "Barrier";
dic_ccData[eCC.Barrier].CCDmg -= _dinfo.Damage;
if (dic_ccData[eCC.Barrier].CCDmg <= 0)
{ // 배리어를 넘어가는 데미지 계산
var dmg = Math.Abs(dic_ccData[eCC.Barrier].CCDmg);
if (dmg > 0) m_Stat.Set_Stat(false, eStat.HP, dmg);
dic_ccData[eCC.Barrier].CCDmg = 0;
dic_CCEffect[eCC.Barrier].Off_Imm();
}
}
else
m_Stat.Set_Stat(false, eStat.HP, _dinfo.Damage);
}
_dinfo.act_returnLastDmg?.Invoke(_dinfo.Damage);
_dinfo.act_CriAfterHit?.Invoke(_dinfo.Critical);
@ -991,7 +1008,7 @@ public class Actor : MyCoroutine
}
}
}
protected virtual void Check_Extra() { }
public void Check_Extra(DamageInfo _dinfo)
{
var pd = _dinfo.Beater_pd;

View File

@ -1,7 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using static UILabel;
public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleStop, Attack, Chase }
@ -17,6 +20,7 @@ public class MobActor : Actor
bool b_IsFirstAttack, NoUpdate_byTool;
protected MonsterAppearData m_MonsterAppearData;
protected MonsterTableData m_MonsterTableData;
protected Dictionary<SkillListTableData, int> dic_skill = new Dictionary<SkillListTableData, int>();
Action<int> m_actDie;
protected MobMark m_MobMark;
protected NoSeeLongDMob m_NoSeeLongDMob;
@ -60,9 +64,8 @@ public class MobActor : Actor
m_actDie = actDie;
bool IsBoss = IsSubRole(eSubRol.Boss);
m_MonsterTableData = mobtable;
var scale = m_MonsterTableData.f_DefaultScale;
if (!DSUtil.CheckNull(m_MonsterTableData)) transform.localScale = scale * Vector3.one;
if (!IsBoss) IsBoss = scale > 2f;
transform.localScale = m_MonsterTableData.f_DefaultScale * Vector3.one;
Reset_Extra();
m_AttackType = m_MonsterTableData.e_AttackType;
b_IsFirstAttack = m_MonsterTableData.b_IsFirstAttack;
@ -108,6 +111,7 @@ public class MobActor : Actor
Set_Warp(OriginalPos);
Change_MobStatus(eMobStatus.PatrolWait);
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
Reset_Extra();
}
protected override void Awake()
@ -276,6 +280,7 @@ public class MobActor : Actor
Del_Target();
Play_Idle();
StopMove_Imm(true);
Reset_Extra();
break;
case eMobStatus.Attack:
break;
@ -539,6 +544,73 @@ public class MobActor : Actor
m_MonsterTableData.f_ProjectileLifeTime1);
}
protected override void Check_Extra()
{
base.Check_Extra();
// Dictionary의 Key를 배열로 가져오기 (복사본을 사용하여 수정 방지)
var keys = new List<SkillListTableData>(dic_skill.Keys);
for (int i = 0; i < keys.Count; i++)
{
var temp = keys[i];
var skilltype = table_skilltypeconfig.Ins.Get_Data_orNull(temp.e_SkillExtraType);
if (skilltype.e_SkillExtraTiming == eSkillExtraTiming.GetHit)
{
switch (skilltype.e_SkillExtraType)
{
case eSkillExtraType.Barrier: // 배리어 On
if (dic_skill[temp] > 0) // Dictionary 직접 접근
{
var conditionHP = Get_MaxHP() * temp.f_ExtraValue1;
if (conditionHP >= Get_HP())
{
dic_skill[temp] = 0; // Dictionary 수정 가능
dic_skillextra[skilltype.e_SkillExtraType] = true;
InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, 10000,
effect =>
{
if (!dic_CCEffect.ContainsKey(eCC.Barrier))
dic_CCEffect.Add(eCC.Barrier, null);
dic_CCEffect[eCC.Barrier] = effect;
dic_ccData[eCC.Barrier].CCDmg = Get_MaxHP() * temp.f_ExtraValue2;
});
}
}
break;
}
}
}
}
void Reset_Extra()
{
// 1. 패시브 스킬이 존재하는지 확인
if (m_MonsterTableData.n_PassiveSkillID <= 0)
return;
var pSkill = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
// 2. dic_skill에 추가할 때 예외 방지
if (!dic_skill.ContainsKey(pSkill))
dic_skill[pSkill] = 0;
// 3. 배리어 스킬이면 값 초기화
if (pSkill.e_SkillExtraType == eSkillExtraType.Barrier)
{
dic_skill[pSkill] = 1;
// dic_ccData[eCC.Barrier]가 존재하는지 확인 후 초기화
if (dic_ccData.ContainsKey(eCC.Barrier))
dic_ccData[eCC.Barrier].CCDmg = 0;
// dic_CCEffect[eCC.Barrier]가 존재하는지 확인 후 제거
if (dic_CCEffect.ContainsKey(eCC.Barrier) && dic_CCEffect[eCC.Barrier].IsMyEffect(this))
dic_CCEffect[eCC.Barrier].Off_Imm();
}
}
public void Set_NoUpdate_byTool(MonsterTableData mobdata)
{
NoUpdate_byTool = true;

View File

@ -358,12 +358,13 @@ public partial class InGameInfo : MyCoroutine
temp.SetActive(true);
});
}
public void Show_Effect(string prefab, Actor actor, eEffectLocation loca, float lifetime)
public void Show_Effect(string prefab, Actor actor, eEffectLocation loca, float lifetime, Action<TurnOff_GO> actEffect = null)
{
Get_Effect(prefab, temp =>
{
var turnoff = temp.GetComponent<TurnOff_GO>();
if (!DSUtil.CheckNull(turnoff)) turnoff.Set(actor, loca, lifetime);
turnoff.Set(actor, loca, lifetime);
actEffect?.Invoke(turnoff);
});
}

View File

@ -7,7 +7,7 @@ public enum eSkillType { Active, Passive, JobPassive, MobPassive }
public enum eSkillTarget { Enemy, Self, SelfEnemy, Team, Pet }
public enum eSkillExtraType { None, Frost, Cure, Freezing, Blood, Poison, Burn, Stun, Slow, StatUp, ManaShield, SwordShield,
SpeedUp, DefenceDecrease, Aggro, VampirHeal, Knockback, Airborne, Curse, ManaBurn, HPBurn,
SilenceCurse, }
SilenceCurse, Barrier, }
public class SkillListTableData : TableDataBase
{

View File

@ -3,7 +3,10 @@ using CodeStage.AntiCheat.ObscuredTypes;
using Newtonsoft.Json;
public enum eEffectLocation { Top, Mid, Bottom }
public enum eSkillExtraTiming { Start, Hit, Skill }
/// <summary>
/// Start 시전 시, Hit 때릴 때, GetHit 맞을 때, Skill ?
/// </summary>
public enum eSkillExtraTiming { Start, Hit, GetHit, Skill }
public class SkillTypeConfigTableData : TableDataBase
{

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@ -9,7 +9,7 @@ public enum eSpawnerType { Random, Order, Phase, PhaseAllKill }
public enum eAnim { Idle, Run, Die, Hit, Dodge, Attack, Attack2, Attack3, Attack4, Skill }
public enum eCC { BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down, // 움직임 자유
STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime, // 움직임 자유
Cri_Up, MultiShot, ATK_Down, SilenceCurse, Aggro, Cure, // 움직임 자유
Cri_Up, MultiShot, ATK_Down, SilenceCurse, Aggro, Cure, Barrier, // 움직임 자유
Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한

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@ -54,7 +54,7 @@ public class TurnOff_GO : MyCoroutine
}
public bool IsMyEffect(Actor actor)
{
if (followTarget && m_target2 == actor)
if (m_target2 == actor)
return true;
return false;
}