diff --git a/Assets/Script/Character/Mob/MobActor.cs b/Assets/Script/Character/Mob/MobActor.cs index c6d02605d..efa15ee28 100644 --- a/Assets/Script/Character/Mob/MobActor.cs +++ b/Assets/Script/Character/Mob/MobActor.cs @@ -72,6 +72,7 @@ public class MobActor : Actor // 몹 스탯 설정 m_Stat = new ActorStatInfo(m_Role, m_MonsterTableData, m_MonsterAppearData); + m_Stat.Set_Maze(); Reset_AttackCoolTime(); m_NavMeshAgent.speed = (float)m_Stat.Get_Stat(eStat.FinalMoveSpeed); m_NavMeshAgent.avoidancePriority = 51 + order; diff --git a/Assets/Script/Util/MyValue.cs b/Assets/Script/Util/MyValue.cs index 5fa0f3f56..9b269c47d 100644 --- a/Assets/Script/Util/MyValue.cs +++ b/Assets/Script/Util/MyValue.cs @@ -1,5 +1,6 @@ using CodeStage.AntiCheat.ObscuredTypes; using System.Collections.Generic; +using System.Linq; using UnityEngine; public static class MyValue @@ -940,6 +941,20 @@ public class ActorStatInfo Set_Stat(true, lst[i].e_FarmerStat, lst[i].f_StatValue); } + public void Set_Maze() + { + if (MyValue.MyChoiceMapData.Get_MapData().e_Dungeon == eDungeon.d2_Maze) + { + var lv = MyValue.MyChoiceMapData.n_DungeonLv - 1; + var keys = dic_StatValue.Keys.ToList(); + foreach (var key in keys) + { + dic_StatValue[key] += dic_StatValue[key] * (lv * 0.5d); + dic_StatValue[key].RandomizeCryptoKey(); + } + } + } + public double Get_Stat(eStat key, int idkey = 0) { if (dic_StatValue.ContainsKey(key))