This commit is contained in:
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commit
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|
||||
- _AlbedoColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _AngelRingMaskColor: {r: 0, g: 1, b: 0, a: 1}
|
||||
- _AngelRing_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Ap_RimLightColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
|
|
@ -512,19 +668,26 @@ Material:
|
|||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorShift: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _DissolveBorderColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _Emissive_Color: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _FirstShadeMaskColor: {r: 0, g: 1, b: 1, a: 1}
|
||||
- _GoochBrightColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _GoochDarkColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _HighColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _HighlightMaskColor: {r: 1, g: 1, b: 0, a: 1}
|
||||
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
|
||||
- _IridescenceColor: {r: 1, g: 1, b: 1, a: 0.5}
|
||||
- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _MatCapColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _OutlineMaskColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _Outline_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _RimBrightColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _RimColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _RimDarkColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _RimLightColor: {r: 1, g: 0.72484124, b: 0.6367924, a: 1}
|
||||
- _RimLightMaskColor: {r: 1, g: 0, b: 1, a: 1}
|
||||
- _SecondShadeMaskColor: {r: 0, g: 0, b: 1, a: 1}
|
||||
|
|
@ -535,6 +698,7 @@ Material:
|
|||
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
|
||||
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
|
||||
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
|
||||
- _VertexAnimationFrequency: {r: 2.5, g: 2.5, b: 2.5, a: 1}
|
||||
- _ViewShift: {r: 0, g: 0, b: 0, a: 1}
|
||||
- emissive: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -2,12 +2,12 @@ using CodeStage.AntiCheat.ObscuredTypes;
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
|
||||
public class PCActor : MyActor
|
||||
{
|
||||
public Transform[] tfs_weapon; // 0 왼손, 1 오른손
|
||||
public GameObject go_RunSmoke;
|
||||
|
||||
float t_RecoverHPTime = 10f, t_RecoverMPTime = 10f, t_autoskill = 0.5f;
|
||||
float t_HP = 0f, t_MP = 0f;
|
||||
|
|
@ -114,7 +114,12 @@ public class PCActor : MyActor
|
|||
{
|
||||
m_animation.runtimeAnimatorController = handle.Result;
|
||||
});
|
||||
transform.localScale = m_ClassData.f_Scale * Vector3.one;
|
||||
|
||||
if (InGameInfo.Ins.IsGameMode(eGameMode.Lobby))
|
||||
transform.localScale = Vector3.one;
|
||||
else
|
||||
transform.localScale = m_ClassData.f_Scale * Vector3.one;
|
||||
|
||||
m_NavStopDistance = m_ClassData.f_AttackRange;
|
||||
base.Set(isEnemy, owner, sdata, _id, _isstop, _ui);
|
||||
Change_Weapon(_ui);
|
||||
|
|
@ -190,15 +195,15 @@ public class PCActor : MyActor
|
|||
Camera.main.fieldOfView = 60f;
|
||||
LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, portalpos =>
|
||||
{
|
||||
Vector3 targetPosition = portalpos;
|
||||
Vector3 cameraPosition = portalpos - Vector3.forward; // 현재 카메라의 위치
|
||||
//Vector3 targetPosition = portalpos;
|
||||
//Vector3 cameraPosition = portalpos - Vector3.forward; // 현재 카메라의 위치
|
||||
|
||||
Vector3 relativePosition = targetPosition - cameraPosition;
|
||||
float rotateAround = Mathf.Atan2(relativePosition.x, relativePosition.z) * Mathf.Rad2Deg;
|
||||
//Vector3 relativePosition = targetPosition - cameraPosition;
|
||||
//float rotateAround = Mathf.Atan2(relativePosition.x, relativePosition.z) * Mathf.Rad2Deg;
|
||||
|
||||
//rotateAround += 180f; // 캐릭터 뒤에서 바라보도록 180도 보정
|
||||
|
||||
MyValue.m_RealCamera.Set_Target(transform, rotateAround);
|
||||
MyValue.m_RealCamera.Set_Target(transform, InGameInfo.Ins.IsGameMode(eGameMode.Lobby) ? 143f : 305f);
|
||||
});
|
||||
}
|
||||
public override void Get_Damage(DamageInfo _dinfo)
|
||||
|
|
@ -219,8 +224,6 @@ public class PCActor : MyActor
|
|||
|
||||
public override void Set_RunSmoke(bool _active)
|
||||
{
|
||||
if (go_RunSmoke.activeSelf != _active)
|
||||
go_RunSmoke.SetActive(_active);
|
||||
}
|
||||
public override void Set_MagicCoolTime(float _time, int _index)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -121,7 +121,8 @@ public class TitleInfo : MyCoroutine
|
|||
#if FGB_OneStore
|
||||
DSUtil.InActivateGameObjects(gos_LoginButton, 1);
|
||||
#else
|
||||
DSUtil.ActivateGameObjects(gos_LoginButton);
|
||||
//DSUtil.ActivateGameObjects(gos_LoginButton);
|
||||
DSUtil.InActivateGameObjects(gos_LoginButton, 2); // TODO 정인호 : 지금은 게스트만
|
||||
#endif
|
||||
}
|
||||
void InActive_LoginButton()
|
||||
|
|
|
|||
|
|
@ -1,6 +1,5 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ public class RealCameraRot : MonoBehaviour, IDragHandler
|
|||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!DSUtil.CheckNull(MyValue.m_RealCamera))
|
||||
if (!InGameInfo.Ins.IsGameMode(eGameMode.Lobby) && !DSUtil.CheckNull(MyValue.m_RealCamera))
|
||||
MyValue.m_RealCamera.rotateAround += eventData.delta.x * RotSpeed;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,6 +1,5 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RealCamera : MyCoroutine
|
||||
{
|
||||
|
|
@ -40,7 +39,6 @@ public class RealCamera : MyCoroutine
|
|||
float DragEndTime;
|
||||
GameObject godummy, gowitch;
|
||||
List<Transform> list_tfCamactionTarget = new List<Transform>();
|
||||
bool RunUpdate = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
|
@ -53,27 +51,14 @@ public class RealCamera : MyCoroutine
|
|||
public bool IsEnter() { return CamStatus == 0; }
|
||||
public void Set_Target(Transform _target, float _camrot)
|
||||
{
|
||||
if (InGameInfo.Ins.Get_GameMode() == eGameMode.Lobby)
|
||||
{
|
||||
RunUpdate = false;
|
||||
transform.position = new Vector3(-14.77f, 12.07f, 14.54f);
|
||||
transform.eulerAngles = new Vector3(32.05f, 135.08f, 0f);
|
||||
GetComponent<Camera>().fieldOfView = 34;
|
||||
}
|
||||
else
|
||||
{
|
||||
GetComponent<Camera>().fieldOfView = 60;
|
||||
CamStatus = 0;
|
||||
target = _target;
|
||||
Add_CamActionTarget(_target);
|
||||
rotateAround = _camrot;
|
||||
|
||||
RunUpdate = true;
|
||||
CamStatus = 0;
|
||||
target = _target;
|
||||
Add_CamActionTarget(_target);
|
||||
rotateAround = _camrot;
|
||||
|
||||
//cameraHeight = 55f;
|
||||
DistanceUp = OriDistanceUp;
|
||||
VerticalAxis = maxDistance = OrimaxDistance;
|
||||
}
|
||||
//cameraHeight = 55f;
|
||||
DistanceUp = OriDistanceUp;
|
||||
VerticalAxis = maxDistance = OrimaxDistance;
|
||||
}
|
||||
public void Set_InsideBuilding(bool _active)
|
||||
{
|
||||
|
|
@ -134,9 +119,8 @@ public class RealCamera : MyCoroutine
|
|||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!RunUpdate) return;
|
||||
if (DragEndTime > 0f) DragEndTime -= Time.deltaTime;
|
||||
if (target == null) return;
|
||||
if (DSUtil.CheckNull(target)) return;
|
||||
|
||||
// 캐릭터의 이동 방향 계산
|
||||
Vector3 direction = target.position - previousPosition;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,3 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
|
|
@ -13,7 +11,7 @@ public class FloatingJoystick : Joystick
|
|||
|
||||
private void Update()
|
||||
{
|
||||
if (MyValue.MyPC && MyValue.MyPC.CanMove())
|
||||
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
||||
{
|
||||
// Cursor.lockState를 None으로 설정하여 마우스 고정 해제
|
||||
if (Cursor.lockState == CursorLockMode.Locked)
|
||||
|
|
|
|||
Loading…
Reference in New Issue