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