빙결 폭탄

This commit is contained in:
Ino 2025-05-13 07:20:47 +09:00
parent 1e7b2ea824
commit 3d1b93e641
8 changed files with 562 additions and 92730 deletions

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@ -87,8 +87,10 @@ messageinfo 엄청 느린 버그
몬스터 투사체 보완
펫 투사체 보완
몬스터 투사체 및 피격 이펙트 보완
보스몬스터 좀 더 보완
펫 투사체 및 피격 이펙트 보완
상태 이상 스킬 이펙트 보완
마검사 검기 이펙트 변경

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@ -29,7 +29,8 @@ Transform:
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@ -1049,13 +1049,13 @@ public class Actor : MyCoroutine
if (!DSUtil.CheckNull(beaterActor))
{
if (!DSUtil.CheckNull(_dinfo.Beater_pd))
{ // 서리 상태인 적을 냉기 폭격으로 때렸을 때 얼림
var pd = _dinfo.Beater_pd;
if (!DSUtil.CheckNull(pd.m_SkillListTableData) && pd.m_SkillListTableData.e_Skill == eEffect.Skill_IceArrows &&
pd.CC_AddVal2 > 0f && IsSkillExtraStatus(eSkillExtraType.Frost))
Freeze(pd.CC_AddVal2, _dinfo.act_AfterFreezing);
}
//if (!DSUtil.CheckNull(_dinfo.Beater_pd))
//{ // 서리 상태인 적을 냉기 폭격으로 때렸을 때 얼림
// var pd = _dinfo.Beater_pd;
// if (!DSUtil.CheckNull(pd.m_SkillListTableData) && pd.m_SkillListTableData.e_Skill == eEffect.Skill_IceArrows &&
// pd.CC_AddVal2 > 0f && IsSkillExtraStatus(eSkillExtraType.Frost))
// Freeze(pd.CC_AddVal2, _dinfo.act_AfterFreezing);
//}
var statinfo = beaterActor.Get_StatInfo();
if (!DSUtil.CheckNull(statinfo))
@ -1163,6 +1163,7 @@ public class Actor : MyCoroutine
if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
break;
case eSkillExtraType.Freezing:
curCC = eCC.Freeze;
Freeze(LifeTime, _dinfo.act_AfterFreezing);
if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
break;
@ -1567,6 +1568,7 @@ public class Actor : MyCoroutine
{
Remove_Freeze();
dic_ccData[eCC.Freeze].CCTime = 0f;
dic_CCEffect[eCC.Freeze].Off_Imm();
InGameInfo.Ins.Show_Effect("Effect_Hit_IceBolt", transform.position);
act_AfterFreezing?.Invoke(this);
}

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@ -3,26 +3,23 @@ using UnityEngine;
public class Skill_Frozen : ProjectileBase
{
public GameObject[] gos; // 0 날아가는 거, 1 터지는 거
[Header("날아가는 속도")]
public float speed = 4f;
[Header("얼리는 범위")]
public Vector3 v3_freezescale = Vector3.one * 1.5f;
public Vector3 originScale = Vector3.one * 0.5f;
public Collider m_Coliider;
SkillListTableData awaken3_skilldata = new SkillListTableData();
SkillListTableData awaken3_skilldata = new SkillListTableData { e_SkillExtraType = eSkillExtraType.Frost, f_ExtraValue4 = 1f };
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.ShooterCenter;
_data.eStartPos = eProjectileStartPos.Custom;
_data.v3_StartPos = _data.target.Get_position();
base.Set(_data);
gos[1].transform.localScale = v3_freezescale + (v3_freezescale * (IsStep(1) ? Get_AwakenData(1, 1) : 0f));
transform.eulerAngles = Vector3.zero;
transform.localScale = originScale + (originScale * (IsStep(1) ? Get_AwakenData(1, 1) : 0f));
_data.CC_AddTime = IsStep(2) ? Get_AwakenData(2, 1) : 0;
awaken3_skilldata.e_SkillExtraType = eSkillExtraType.Frost;
awaken3_skilldata.f_ExtraValue1 = Get_AwakenData(3, 1);
awaken3_skilldata.f_ExtraValue2 = Get_AwakenData(3, 2);
awaken3_skilldata.f_ExtraValue3 = Get_AwakenData(3, 3);
awaken3_skilldata.f_ExtraValue4 = 1f;
act_afterFreezing = IsStep(3) ? hitter =>
{
var copydinfo = Get_DamageInfo();
@ -35,20 +32,10 @@ public class Skill_Frozen : ProjectileBase
IEnumerator Co_Update()
{
DSUtil.InActivateGameObjects(gos, 0);
while (true)
{
var targetPos = m_ProjecTileData.target.Get_Center_position();
transform.position = Vector3.MoveTowards(transform.position, targetPos, Time.deltaTime * speed);
if (Vector3.Distance(transform.position, targetPos) < 0.2f)
break;
yield return null;
}
DSUtil.InActivateGameObjects(gos, 1);
gos[1].transform.position = m_ProjecTileData.target.Get_position();
yield return new WaitForSeconds(1f);
m_Coliider.enabled = true;
yield return null;
m_Coliider.enabled = false;
yield return new WaitForSeconds(5f);
Off(true);
}
}