Cute_OctopusCa, Cute_OctopusCb, 배리어 추가
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|
serializedVersion: 3
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|
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|
||||||
|
m_Center: {x: 0, y: 0, z: 0}
|
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|
--- !u!1001 &6830086858653494240
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PrefabInstance:
|
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|
m_ObjectHideFlags: 0
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serializedVersion: 3
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m_RemovedGameObjects: []
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Transform:
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m_PrefabAsset: {fileID: 0}
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@ -0,0 +1,8 @@
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externalObjects: {}
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mainObjectFileID: 100100000
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userData:
|
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|
assetBundleName:
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||||||
|
assetBundleVariant:
|
||||||
|
|
@ -63,7 +63,8 @@ public class Actor : MyCoroutine
|
||||||
protected ServerData m_ServerData;
|
protected ServerData m_ServerData;
|
||||||
protected Renderer[] arr_Renderer;
|
protected Renderer[] arr_Renderer;
|
||||||
protected TurnOff_GO[] arr_Effects;
|
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, CCData> dic_ccData = new Dictionary<eCC, CCData>();
|
||||||
protected Dictionary<eCC, Dictionary<Actor, double>> dic_ccAddRate = new Dictionary<eCC, Dictionary<Actor, double>>();
|
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>();
|
protected Dictionary<eCC, TurnOff_GO> dic_CCEffect = new Dictionary<eCC, TurnOff_GO>();
|
||||||
|
|
@ -438,6 +439,7 @@ public class Actor : MyCoroutine
|
||||||
|
|
||||||
Cal_Damage(_dinfo);
|
Cal_Damage(_dinfo);
|
||||||
Check_CC_byAttack(_dinfo);
|
Check_CC_byAttack(_dinfo);
|
||||||
|
Check_Extra();
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
if (SceneManager.GetActiveScene().name == "StatTest")
|
if (SceneManager.GetActiveScene().name == "StatTest")
|
||||||
|
|
@ -457,8 +459,23 @@ public class Actor : MyCoroutine
|
||||||
var addmul = diff == 1 ? 1 : diff == 2 ? 1.5d : 2.5d;
|
var addmul = diff == 1 ? 1 : diff == 2 ? 1.5d : 2.5d;
|
||||||
DungeonInfo.Ins.Add_TotalDmg(_dinfo.Damage * addmul);
|
DungeonInfo.Ins.Add_TotalDmg(_dinfo.Damage * addmul);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
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
|
else
|
||||||
m_Stat.Set_Stat(false, eStat.HP, _dinfo.Damage);
|
m_Stat.Set_Stat(false, eStat.HP, _dinfo.Damage);
|
||||||
|
}
|
||||||
|
|
||||||
_dinfo.act_returnLastDmg?.Invoke(_dinfo.Damage);
|
_dinfo.act_returnLastDmg?.Invoke(_dinfo.Damage);
|
||||||
_dinfo.act_CriAfterHit?.Invoke(_dinfo.Critical);
|
_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)
|
public void Check_Extra(DamageInfo _dinfo)
|
||||||
{
|
{
|
||||||
var pd = _dinfo.Beater_pd;
|
var pd = _dinfo.Beater_pd;
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,10 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
using UnityEngine.UIElements;
|
||||||
|
using static UILabel;
|
||||||
|
|
||||||
public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleStop, Attack, Chase }
|
public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleStop, Attack, Chase }
|
||||||
|
|
||||||
|
|
@ -17,6 +20,7 @@ public class MobActor : Actor
|
||||||
bool b_IsFirstAttack, NoUpdate_byTool;
|
bool b_IsFirstAttack, NoUpdate_byTool;
|
||||||
protected MonsterAppearData m_MonsterAppearData;
|
protected MonsterAppearData m_MonsterAppearData;
|
||||||
protected MonsterTableData m_MonsterTableData;
|
protected MonsterTableData m_MonsterTableData;
|
||||||
|
protected Dictionary<SkillListTableData, int> dic_skill = new Dictionary<SkillListTableData, int>();
|
||||||
Action<int> m_actDie;
|
Action<int> m_actDie;
|
||||||
protected MobMark m_MobMark;
|
protected MobMark m_MobMark;
|
||||||
protected NoSeeLongDMob m_NoSeeLongDMob;
|
protected NoSeeLongDMob m_NoSeeLongDMob;
|
||||||
|
|
@ -60,9 +64,8 @@ public class MobActor : Actor
|
||||||
m_actDie = actDie;
|
m_actDie = actDie;
|
||||||
bool IsBoss = IsSubRole(eSubRol.Boss);
|
bool IsBoss = IsSubRole(eSubRol.Boss);
|
||||||
m_MonsterTableData = mobtable;
|
m_MonsterTableData = mobtable;
|
||||||
var scale = m_MonsterTableData.f_DefaultScale;
|
transform.localScale = m_MonsterTableData.f_DefaultScale * Vector3.one;
|
||||||
if (!DSUtil.CheckNull(m_MonsterTableData)) transform.localScale = scale * Vector3.one;
|
Reset_Extra();
|
||||||
if (!IsBoss) IsBoss = scale > 2f;
|
|
||||||
|
|
||||||
m_AttackType = m_MonsterTableData.e_AttackType;
|
m_AttackType = m_MonsterTableData.e_AttackType;
|
||||||
b_IsFirstAttack = m_MonsterTableData.b_IsFirstAttack;
|
b_IsFirstAttack = m_MonsterTableData.b_IsFirstAttack;
|
||||||
|
|
@ -108,6 +111,7 @@ public class MobActor : Actor
|
||||||
Set_Warp(OriginalPos);
|
Set_Warp(OriginalPos);
|
||||||
Change_MobStatus(eMobStatus.PatrolWait);
|
Change_MobStatus(eMobStatus.PatrolWait);
|
||||||
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
|
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
|
||||||
|
Reset_Extra();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Awake()
|
protected override void Awake()
|
||||||
|
|
@ -276,6 +280,7 @@ public class MobActor : Actor
|
||||||
Del_Target();
|
Del_Target();
|
||||||
Play_Idle();
|
Play_Idle();
|
||||||
StopMove_Imm(true);
|
StopMove_Imm(true);
|
||||||
|
Reset_Extra();
|
||||||
break;
|
break;
|
||||||
case eMobStatus.Attack:
|
case eMobStatus.Attack:
|
||||||
break;
|
break;
|
||||||
|
|
@ -539,6 +544,73 @@ public class MobActor : Actor
|
||||||
m_MonsterTableData.f_ProjectileLifeTime1);
|
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)
|
public void Set_NoUpdate_byTool(MonsterTableData mobdata)
|
||||||
{
|
{
|
||||||
NoUpdate_byTool = true;
|
NoUpdate_byTool = true;
|
||||||
|
|
|
||||||
|
|
@ -358,12 +358,13 @@ public partial class InGameInfo : MyCoroutine
|
||||||
temp.SetActive(true);
|
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 =>
|
Get_Effect(prefab, temp =>
|
||||||
{
|
{
|
||||||
var turnoff = temp.GetComponent<TurnOff_GO>();
|
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 eSkillTarget { Enemy, Self, SelfEnemy, Team, Pet }
|
||||||
public enum eSkillExtraType { None, Frost, Cure, Freezing, Blood, Poison, Burn, Stun, Slow, StatUp, ManaShield, SwordShield,
|
public enum eSkillExtraType { None, Frost, Cure, Freezing, Blood, Poison, Burn, Stun, Slow, StatUp, ManaShield, SwordShield,
|
||||||
SpeedUp, DefenceDecrease, Aggro, VampirHeal, Knockback, Airborne, Curse, ManaBurn, HPBurn,
|
SpeedUp, DefenceDecrease, Aggro, VampirHeal, Knockback, Airborne, Curse, ManaBurn, HPBurn,
|
||||||
SilenceCurse, }
|
SilenceCurse, Barrier, }
|
||||||
|
|
||||||
public class SkillListTableData : TableDataBase
|
public class SkillListTableData : TableDataBase
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -3,7 +3,10 @@ using CodeStage.AntiCheat.ObscuredTypes;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
|
|
||||||
public enum eEffectLocation { Top, Mid, Bottom }
|
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
|
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 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
|
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
|
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
|
Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -54,7 +54,7 @@ public class TurnOff_GO : MyCoroutine
|
||||||
}
|
}
|
||||||
public bool IsMyEffect(Actor actor)
|
public bool IsMyEffect(Actor actor)
|
||||||
{
|
{
|
||||||
if (followTarget && m_target2 == actor)
|
if (m_target2 == actor)
|
||||||
return true;
|
return true;
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue