암살자 : 어둠의 습격
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||||
limit:
|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
scale: {x: 1.0000001, y: 1.0000004, z: 1.0000002}
|
||||
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|
||||
parentName: Bip001 L Hand
|
||||
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|
||||
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|
||||
scale: {x: 0.999999, y: 0.9999998, z: 0.99999994}
|
||||
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|
||||
parentName: Bip001 L Finger2
|
||||
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|
||||
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|
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|
||||
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|
||||
parentName: Bip001 L Finger21
|
||||
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|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000002, y: 1.0000004, z: 1.0000002}
|
||||
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|
||||
parentName: Bip001 L Hand
|
||||
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|
||||
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|
||||
scale: {x: 1, y: 1.0000002, z: 1.0000005}
|
||||
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|
||||
parentName: Bip001 L Finger3
|
||||
position: {x: -0.11230777, y: 0, z: 0.000000024223327}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
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@ -1,5 +1,4 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Projectile_StopAndColliderControl : ProjectileBase
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|
|
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|||
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|
@ -0,0 +1,24 @@
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using UnityEngine;
|
||||
|
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public class Skill_DarkAmbush : ProjectileBase
|
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{
|
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public Projectile_StopAndColliderControl colliderControl;
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.TargetCenter;
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base.Set(_data);
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transform.eulerAngles = Vector3.zero;
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colliderControl.Set(_data);
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_data.shooter.Set_Invisible(1.5f, null);
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}
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protected override void Off(bool forceoff = false)
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{
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@ -118,7 +118,7 @@ public class MobControlMgr : MyCoroutine
|
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if (orderIndex >= dic_actors[0].Count) orderIndex = 0;
|
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while (true)
|
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{
|
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var mob = dic_actors[0][orderIndex++];
|
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var mob = dic_actors[0][orderIndex++]; // TODO 정인호 : 여기서 인덱스 참조 에러남
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if (!mob.isActiveAndEnabled)
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{
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mob.On_Regen();
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|
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|
|
@ -201,7 +201,7 @@ public enum eEffect
|
|||
Skill_IceBolt, Skill_Fireball, Skill_FireBolt, Skill_EnergyBall, Skill_Blizzard, Skill_Flower, Skill_Golem, Skill_EarthWorm,
|
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Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow, Skill_OneHandCombo1,
|
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Skill_FatalBlow, Skill_DashSlash, Skill_EnergySlash, Skill_BrutalSlash, Skill_Berserk, Skill_EarthSlam, Skill_Whirlwind,
|
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Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade, Skill_ShadowSlash,
|
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Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade, Skill_ShadowSlash, Skill_DarkAmbush,
|
||||
|
||||
Skill_Poison,
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue