diff --git a/Assets/Ino_nerdnavis.txt b/Assets/Ino_nerdnavis.txt index 22edbee0e..a9525c4b9 100644 --- a/Assets/Ino_nerdnavis.txt +++ b/Assets/Ino_nerdnavis.txt @@ -75,7 +75,7 @@ messageinfo 엄청 느린 버그 PC 기본 공격 //- 10101 풋내기 전사 -- 10102 마검사 +//- 10102 마검사 - 10201 블레이드 댄서 - 10202 암살자 //- 10301 견습 마법사 diff --git a/Assets/ResWork/Table/Export/EffectList.json b/Assets/ResWork/Table/Export/EffectList.json index 4c6e9f629..9eb5af9d0 100644 --- a/Assets/ResWork/Table/Export/EffectList.json +++ b/Assets/ResWork/Table/Export/EffectList.json @@ -1 +1 @@ -[{"n_EffectType": "이펙트 종류", "s_EffectPrefab": "이펙트 프리팹", "f_ProjectileLifeTime": "투사체 지속 시간", "n_PreLoadCount": "미리 로드할 개수"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_MonsterSpawn", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "20"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Blood", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Burn", "f_ProjectileLifeTime": "0", 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gameObject.SetActive(false); - if (!bFirstLoad) Show_HitEffect(false, null); + if (!bFirstLoad && showtimeovereffect) Show_HitEffect(false, null); } protected IEnumerator Co_Off(float delay) { yield return new WaitForSeconds(delay); - if (m_ShowTimeOverEffect) Off(true); + Off(true, m_ShowTimeOverEffect); } /// diff --git a/Assets/Script/Character/Projectile/Skill/Skill_DarkAmbush.cs b/Assets/Script/Character/Projectile/Skill/Skill_DarkAmbush.cs index 8324bb1d2..82c646db7 100644 --- a/Assets/Script/Character/Projectile/Skill/Skill_DarkAmbush.cs +++ b/Assets/Script/Character/Projectile/Skill/Skill_DarkAmbush.cs @@ -15,9 +15,9 @@ public class Skill_DarkAmbush : ProjectileBase StartCoroutine(Co_Off(2f)); } - protected override void Off(bool forceoff = false) + protected override void Off(bool forceoff = false, bool showtimeovereffect = true) { - base.Off(forceoff); + base.Off(forceoff, showtimeovereffect); if (!DSUtil.CheckNull(m_ProjecTileData) && 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