빙결 폭탄
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@ -87,8 +87,10 @@ messageinfo 엄청 느린 버그
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몬스터 투사체 보완
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펫 투사체 보완
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몬스터 투사체 및 피격 이펙트 보완
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보스몬스터 좀 더 보완
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펫 투사체 및 피격 이펙트 보완
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상태 이상 스킬 이펙트 보완
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마검사 검기 이펙트 변경
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File diff suppressed because one or more lines are too long
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@ -29,7 +29,8 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children:
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--- !u!114 &6673251188135490187
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@ -46,6 +47,108 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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NoUseParticleTime: 1
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OffTime: 5
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add_offset: {x: 0, y: 0, z: 0}
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e_EffectLocation: 2
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tf_Target: {fileID: 0}
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--- !u!1001 &5824857394981747573
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propertyPath: m_LocalScale.z
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 472f376ba1bd0be47983c423afe8a3f6, type: 3}
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--- !u!4 &8932944118088588947 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 3111492187714774502, guid: 472f376ba1bd0be47983c423afe8a3f6,
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type: 3}
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m_PrefabInstance: {fileID: 5824857394981747573}
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m_PrefabAsset: {fileID: 0}
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File diff suppressed because it is too large
Load Diff
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Load Diff
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@ -1049,13 +1049,13 @@ public class Actor : MyCoroutine
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if (!DSUtil.CheckNull(beaterActor))
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{
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if (!DSUtil.CheckNull(_dinfo.Beater_pd))
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{ // 서리 상태인 적을 냉기 폭격으로 때렸을 때 얼림
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var pd = _dinfo.Beater_pd;
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if (!DSUtil.CheckNull(pd.m_SkillListTableData) && pd.m_SkillListTableData.e_Skill == eEffect.Skill_IceArrows &&
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pd.CC_AddVal2 > 0f && IsSkillExtraStatus(eSkillExtraType.Frost))
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Freeze(pd.CC_AddVal2, _dinfo.act_AfterFreezing);
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}
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//if (!DSUtil.CheckNull(_dinfo.Beater_pd))
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//{ // 서리 상태인 적을 냉기 폭격으로 때렸을 때 얼림
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// var pd = _dinfo.Beater_pd;
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// if (!DSUtil.CheckNull(pd.m_SkillListTableData) && pd.m_SkillListTableData.e_Skill == eEffect.Skill_IceArrows &&
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// pd.CC_AddVal2 > 0f && IsSkillExtraStatus(eSkillExtraType.Frost))
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// Freeze(pd.CC_AddVal2, _dinfo.act_AfterFreezing);
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//}
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var statinfo = beaterActor.Get_StatInfo();
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if (!DSUtil.CheckNull(statinfo))
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@ -1163,6 +1163,7 @@ public class Actor : MyCoroutine
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if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
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break;
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case eSkillExtraType.Freezing:
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curCC = eCC.Freeze;
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Freeze(LifeTime, _dinfo.act_AfterFreezing);
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if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
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break;
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@ -1567,6 +1568,7 @@ public class Actor : MyCoroutine
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{
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Remove_Freeze();
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dic_ccData[eCC.Freeze].CCTime = 0f;
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dic_CCEffect[eCC.Freeze].Off_Imm();
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InGameInfo.Ins.Show_Effect("Effect_Hit_IceBolt", transform.position);
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act_AfterFreezing?.Invoke(this);
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}
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@ -3,26 +3,23 @@ using UnityEngine;
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public class Skill_Frozen : ProjectileBase
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{
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public GameObject[] gos; // 0 날아가는 거, 1 터지는 거
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[Header("날아가는 속도")]
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public float speed = 4f;
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[Header("얼리는 범위")]
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public Vector3 v3_freezescale = Vector3.one * 1.5f;
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public Vector3 originScale = Vector3.one * 0.5f;
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public Collider m_Coliider;
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SkillListTableData awaken3_skilldata = new SkillListTableData();
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SkillListTableData awaken3_skilldata = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.target.Get_position();
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base.Set(_data);
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gos[1].transform.localScale = v3_freezescale + (v3_freezescale * (IsStep(1) ? Get_AwakenData(1, 1) : 0f));
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transform.eulerAngles = Vector3.zero;
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transform.localScale = originScale + (originScale * (IsStep(1) ? Get_AwakenData(1, 1) : 0f));
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_data.CC_AddTime = IsStep(2) ? Get_AwakenData(2, 1) : 0;
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awaken3_skilldata.e_SkillExtraType = eSkillExtraType.Frost;
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awaken3_skilldata.f_ExtraValue1 = Get_AwakenData(3, 1);
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awaken3_skilldata.f_ExtraValue2 = Get_AwakenData(3, 2);
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awaken3_skilldata.f_ExtraValue3 = Get_AwakenData(3, 3);
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awaken3_skilldata.f_ExtraValue4 = 1f;
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act_afterFreezing = IsStep(3) ? hitter =>
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{
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var copydinfo = Get_DamageInfo();
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@ -35,20 +32,10 @@ public class Skill_Frozen : ProjectileBase
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IEnumerator Co_Update()
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{
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DSUtil.InActivateGameObjects(gos, 0);
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while (true)
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{
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var targetPos = m_ProjecTileData.target.Get_Center_position();
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transform.position = Vector3.MoveTowards(transform.position, targetPos, Time.deltaTime * speed);
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if (Vector3.Distance(transform.position, targetPos) < 0.2f)
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break;
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yield return null;
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}
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DSUtil.InActivateGameObjects(gos, 1);
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gos[1].transform.position = m_ProjecTileData.target.Get_position();
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yield return new WaitForSeconds(1f);
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m_Coliider.enabled = true;
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yield return null;
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m_Coliider.enabled = false;
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yield return new WaitForSeconds(5f);
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Off(true);
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}
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}
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