Cute_OctopusCa, Cute_OctopusCb, 배리어 추가
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protected ServerData m_ServerData;
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protected Renderer[] arr_Renderer;
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protected TurnOff_GO[] arr_Effects;
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Cal_Damage(_dinfo);
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Check_CC_byAttack(_dinfo);
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Check_Extra();
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#if UNITY_EDITOR
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if (SceneManager.GetActiveScene().name == "StatTest")
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}
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else
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m_Stat.Set_Stat(false, eStat.HP, _dinfo.Damage);
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{
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if (dic_ccData[eCC.Barrier].CCDmg > 0)
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{ // 배리어가 있으면 배리어부터 계산
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dic_ccData[eCC.Barrier].CCDmg -= _dinfo.Damage;
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if (dic_ccData[eCC.Barrier].CCDmg <= 0)
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{ // 배리어를 넘어가는 데미지 계산
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var dmg = Math.Abs(dic_ccData[eCC.Barrier].CCDmg);
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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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue