한손 애니메이션, 연속 베기 작업 중..., pc 3번째 무기 세팅

This commit is contained in:
Ino 2025-01-03 02:53:08 +09:00
parent cdd930bfb3
commit 3204d1fdf4
21 changed files with 21765 additions and 5227 deletions

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@ -226,7 +226,7 @@ public static class MyEditorUtil
cc.direction = 1;
var pcactor = prefabAsset.GetComponent<PCActor>();
pcactor.tfs_weapon = new Transform[2];
List<Transform> list_tr = new List<Transform>();
// 프리팹 내부 수정
var wristL = FindDeepChild(prefabAsset.transform, "Wrist_L");
@ -240,20 +240,33 @@ public static class MyEditorUtil
shield.localPosition = new Vector3(0.1238701f, -0.02092049f, -0.1054159f);
shield.localEulerAngles = new Vector3(32.28088f, 2.733658f, 4.798194f);
shield.localScale = Vector3.one * 0.5f;
pcactor.tfs_weapon[0] = shield;
list_tr.Add(shield);
}
if (wristR != null)
{
var righthand = FindDeepChild(prefabAsset.transform, "w_righthand");
if (righthand == null) righthand = new GameObject("w_righthand").transform;
righthand.parent = wristR;
righthand.localPosition = new Vector3(-0.04300008f, 0.02999998f, -0.01899974f);
righthand.localEulerAngles = new Vector3(-85.83548f, -95.7005f, -3.785309f);
righthand.localScale = Vector3.one * 0.8958604f;
pcactor.tfs_weapon[1] = righthand;
var mace = FindDeepChild(prefabAsset.transform, "w_righthand");
if (mace == null) mace = new GameObject("w_righthand").transform;
mace.parent = wristR;
mace.localPosition = new Vector3(-0.04300008f, 0.02999998f, -0.01899974f);
mace.localEulerAngles = new Vector3(-85.83548f, -95.7005f, -3.785309f);
mace.localScale = Vector3.one * 0.8958604f;
list_tr.Add(mace);
}
if (wristR != null)
{
var onehand = FindDeepChild(prefabAsset.transform, "w_onehand");
if (onehand == null) onehand = new GameObject("w_onehand").transform;
onehand.parent = wristR;
onehand.localPosition = new Vector3(-0.0546f, -0.001f, -0.0271f);
onehand.localEulerAngles = new Vector3(0f, 107.83f, 0f);
onehand.localScale = Vector3.one * 0.8f;
list_tr.Add(onehand);
}
pcactor.tfs_weapon = list_tr.ToArray();
// 수정한 프리팹 저장
PrefabUtility.SaveAsPrefabAsset(prefabAsset, prefabPath);
PrefabUtility.UnloadPrefabContents(prefabAsset);

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@ -43,6 +43,6 @@ classconfig 에 의해 정해짐
//로비 - 퍼펙트 컬링
다른 직업 스킬 구현
- 제멋대로 화살
- 그라운드 레이 (심판의 빛으로 변경 및 헤비레인 느낌으로 변경됨)
- 그라운드 레이 (심판의 빛으로 변경 및 헤비레인 느낌으로 변경됨)
- 연속 베기 (Skill_OneHandCombo1)

File diff suppressed because one or more lines are too long

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@ -1,6 +1,5 @@
using System.Collections;
using System.Security.Cryptography;
using CodeStage.AntiCheat.ObscuredTypes;
using System.Collections;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.ResourceManagement.AsyncOperations;
@ -302,7 +301,7 @@ public class PCActor : MyActor
Make_Weapon(fullpath, tfs_weapon[1], new Vector3(0.168f, -0.031f, -0.126f), Vector3.one);
break;
case "Elven_Sword_01":
Make_Weapon(fullpath, tfs_weapon[1], Vector3.zero, Vector3.one);
Make_Weapon(fullpath, tfs_weapon[2], Vector3.zero, Vector3.one);
break;
}
}

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@ -0,0 +1,7 @@
public class Skill_OneHandCombo1 : ProjectileBase
{
public override void Set(ProjectileData _data)
{
base.Set(_data);
}
}

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@ -0,0 +1,14 @@
using System.Collections;
using UnityEngine;
public class Skill_UnpredictableArrow : ProjectileBase
{
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.Custom;
_data.v3_StartPos = _data.target.Get_position();
base.Set(_data);
StartCoroutine(Co_Off(5f));
}
}

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@ -198,7 +198,7 @@ public enum eEffect
Skill_SpeedUp, Skill_Ignited, Skill_Heal, Skill_Buff_FastShot, Skill_MeteoStorm, Skill_StatUp, Skill_HeavyRain,
Skill_Shield, Skill_Bead, Skill_ExplosionArea, Skill_SpiritBless, Skill_SwordShield, Skill_StraightBurst, Skill_Resurrection,
Skill_IceBolt, Skill_Fireball, Skill_FireBolt, Skill_EnergyBall, Skill_Blizzard, Skill_Flower, Skill_Golem, Skill_EarthWorm,
Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow,
Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow, Skill_OneHandCombo1,
Skill_Poison,