모험가 평타 수정, 카메라 흔들림 추가
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@ -86,8 +86,6 @@ messageinfo 엄청 느린 버그
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- 포탈, 필드보스, 부활의 성소, 챕터보스
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농장 바위 부쉈는데 안 나옴
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작업 내역 노션에 남겨두기
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@ -25,3 +25,5 @@ https://www.notion.so/devlucas/2346884289ec4fadb0aa74f7c74660c7#1e3e9deec1718023
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장비
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https://www.notion.so/devlucas/392510d8df864afea8f5e6c27ddc6af9#1e4e9deec171805ea774cb456c66c940
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맵 리뉴얼
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https://www.notion.so/devlucas/7c0cbe8e9ffc4f95a2f2c18f03fe1fbf#1e4e9deec17180f2a057c56dcaee8d7c
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 50, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Sprite: {fileID: 21300000, guid: 65f581562538e304cbbfe8ee3beab09c, type: 3}
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--- !u!114 &3427246565197558426
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m_AnimationTriggers:
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m_NormalTrigger: Normal
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m_HighlightedTrigger: Highlighted
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m_OnClick:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 3943160308527064177}
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m_TargetAssemblyTypeName: TestMapUIMgr, Assembly-CSharp
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m_MethodName: OnClick_Button
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--- !u!114 &1077442421244365352
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--- !u!1 &7671154190801520031
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GameObject:
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m_ObjectHideFlags: 0
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@ -7946,13 +7946,18 @@ Animator:
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m_GameObject: {fileID: 1996061924472238}
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m_Enabled: 1
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m_Avatar: {fileID: 9000000, guid: e5326b54f49cc50479cbf8508dc0e805, type: 3}
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m_Controller: {fileID: 9100000, guid: 97b462930f9fa3d4bb4811cd31f37540, type: 2}
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m_Controller: {fileID: 9100000, guid: 1c6db4fa620781947a116d69785fc547, type: 2}
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m_CullingMode: 1
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m_UpdateMode: 0
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m_ApplyRootMotion: 0
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m_LinearVelocityBlending: 0
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m_StabilizeFeet: 0
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m_WarningMessage:
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m_WarningMessage: "\nBinding warning: Some generic clip(s) animate transforms that
|
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are already bound by a Humanoid avatar. These transforms can only be changed
|
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by Humanoid clips.\n\tTransform 'Jaw_M'\n\tTransform 'Eye1_R'\n\tTransform 'Eye1_L'\n\tTransform
|
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'Jaw_M'\n\tTransform 'Eye1_R'\n\tTransform 'Eye1_L'\n\tTransform 'Jaw_M'\n\tTransform
|
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'Eye1_R'\n\tTransform 'Eye1_L'\n\tFrom animation clip 'CastspellC_wing'\n\tFrom
|
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animation clip 'CastspellB_wing'"
|
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m_HasTransformHierarchy: 1
|
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m_AllowConstantClipSamplingOptimization: 1
|
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m_KeepAnimatorStateOnDisable: 0
|
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|
|
|
|||
|
|
@ -49,6 +49,7 @@ MonoBehaviour:
|
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m_Pierce: 1
|
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str_HitEffect: Effect_Hit_10501
|
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m_ShowTimeOverEffect: 0
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ShowTarget: 1
|
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--- !u!65 &6782093134866277011
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BoxCollider:
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m_ObjectHideFlags: 0
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@ -68,5 +69,5 @@ BoxCollider:
|
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 1.5, y: 3, z: 2}
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m_Size: {x: 1.5, y: 3, z: 2.5}
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m_Center: {x: 0, y: 0, z: 0}
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|
|
|
|||
|
|
@ -493,6 +493,8 @@ public class Actor : MyCoroutine
|
|||
Check_CC_byAttack(_dinfo);
|
||||
Check_Extra(eSkillExtraTiming.GetHit);
|
||||
|
||||
if (IsRole(eRole.Mob)) MyValue.m_RealCamera.ShakeCamera(1); // 카메라 흔들림 추가
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (SceneManager.GetActiveScene().name == "StatTest")
|
||||
{
|
||||
|
|
@ -1786,10 +1788,10 @@ public class Actor : MyCoroutine
|
|||
|
||||
if (IsRole(eRole.PC) && !DSUtil.CheckNull(ActorInfo.Ins)) ActorInfo.Ins.All_DelTarget();
|
||||
}
|
||||
public virtual void Play_Attack(int _attack, float _as)
|
||||
public virtual void Play_Attack(int _attack, float _as, Action actsuccess = null)
|
||||
{
|
||||
if (IsRole(eRole.Pet) && CurAnim == eAnim.Attack) return;
|
||||
if (IsDead() || CurAnim >= eAnim.Skill) return;
|
||||
//if (IsRole(eRole.Pet) && CurAnim == eAnim.Attack) return;
|
||||
if (CurAnim == eAnim.Attack || IsDead() || CurAnim >= eAnim.Skill) return;
|
||||
|
||||
StopMove_Imm(false);
|
||||
CurAnim = eAnim.Attack + _attack;
|
||||
|
|
@ -1803,6 +1805,7 @@ public class Actor : MyCoroutine
|
|||
if (dic_ccData.ContainsKey(eCC.ATKSPD_Down) && dic_ccData[eCC.ATKSPD_Down].CCTime > 0f)
|
||||
m_animation.speed -= m_animation.speed * (float)dic_ccData[eCC.ATKSPD_Down].CCDmg;
|
||||
AnimationPlay(aniname);
|
||||
actsuccess?.Invoke();
|
||||
|
||||
if (isTarget) transform.LookAt(m_Target.transform);
|
||||
if (gos_Effect != null && gos_Effect.Length > _attack)
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ public class BullRushMobActor : MobActor
|
|||
base.Change_MobStatus(mobStatus);
|
||||
}
|
||||
|
||||
public override void Play_Attack(int _attack, float _as)
|
||||
public override void Play_Attack(int _attack, float _as, Action actsuccess = null)
|
||||
{
|
||||
AnimationPlay(MyValue.Get_AnimName(eAnim.Attack));
|
||||
StartCoroutine(Co_Attack());
|
||||
|
|
|
|||
|
|
@ -140,17 +140,17 @@ public class MyActor : Actor
|
|||
// }
|
||||
//}
|
||||
}
|
||||
public override void Play_Attack(int _attack, float _as)
|
||||
{
|
||||
base.Play_Attack(_attack, _as);
|
||||
//if (isTarget)
|
||||
//public override void Play_Attack(int _attack, float _as, Action actsuccess = null)
|
||||
//{
|
||||
// if (!Set_Path(m_Target.Get_position())) // 때리려는 타겟쪽으로 보게 함
|
||||
// { // 적이 내비메시 위에 없다고 판단됨
|
||||
// m_Target.ReCal_NaveMesh();
|
||||
// }
|
||||
// base.Play_Attack(_attack, _as, actsuccess);
|
||||
// //if (isTarget)
|
||||
// //{
|
||||
// // if (!Set_Path(m_Target.Get_position())) // 때리려는 타겟쪽으로 보게 함
|
||||
// // { // 적이 내비메시 위에 없다고 판단됨
|
||||
// // m_Target.ReCal_NaveMesh();
|
||||
// // }
|
||||
// //}
|
||||
//}
|
||||
}
|
||||
public void Check_Target(bool forcefind = false)
|
||||
{
|
||||
if (forcefind || m_Auto)
|
||||
|
|
|
|||
|
|
@ -1,7 +1,6 @@
|
|||
using CodeStage.AntiCheat.ObscuredTypes;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using TrailsFX;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
|
|
@ -482,4 +481,17 @@ public class PCActor : MyActor
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Play_Attack(int _attack, float _as, Action actsuccess = null)
|
||||
{
|
||||
base.Play_Attack(_attack, _as, () =>
|
||||
{
|
||||
if (!string.IsNullOrEmpty(m_ClassData.s_SlashPrefab))
|
||||
Set_Coroutine(() =>
|
||||
{
|
||||
InGameInfo.Ins.Show_Effect(m_ClassData.s_SlashPrefab, Get_position(), transform.eulerAngles);
|
||||
}, m_ClassData.f_SlashStartDelay);
|
||||
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -30,6 +30,8 @@ public class ClassConfigTableData : TableDataBase
|
|||
public string s_JobIcon { get; set; }
|
||||
public string s_WeaponLHPrefab { get; set; }
|
||||
public string s_WeaponRHPrefab { get; set; }
|
||||
public string s_SlashPrefab { get; set; }
|
||||
public float f_SlashStartDelay;
|
||||
public eBattleType e_BattleType { get; set; }
|
||||
public float f_Scale;
|
||||
|
||||
|
|
|
|||
|
|
@ -6,15 +6,19 @@ public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
|
|||
public TM_Skills m_TM_Skills;
|
||||
public TM_ClassChange m_TM_ClassChange;
|
||||
public TM_MonsterSet m_TM_MonsterSet;
|
||||
public GameObject[] gos_other; // 0 펫 체크
|
||||
|
||||
MobActor MobActor;
|
||||
Vector3 MobPos = new Vector3(15, 0, 20);
|
||||
bool ShowPet = true;
|
||||
|
||||
private void Start() { Set_TestBtns(false); }
|
||||
public void Set_TestBtns(bool active)
|
||||
{
|
||||
for (int i = 0; i < gos.Length; i++)
|
||||
gos[i].SetActive(active);
|
||||
|
||||
if (active) Set_Pet();
|
||||
}
|
||||
|
||||
public void OnClick_Button(int button)
|
||||
|
|
@ -27,9 +31,19 @@ public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
|
|||
case 1: // 몬스터 설정
|
||||
m_TM_MonsterSet.Set();
|
||||
break;
|
||||
case 2: // 펫 on/off
|
||||
ShowPet = !ShowPet;
|
||||
Set_Pet();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Set_Pet()
|
||||
{
|
||||
gos_other[0].SetActive(ShowPet);
|
||||
MyValue.MyPC.Get_MyPet().gameObject.SetActive(ShowPet);
|
||||
}
|
||||
|
||||
public void MakeMob(MonsterTableData mobData)
|
||||
{
|
||||
if (!DSUtil.CheckNull(MobActor))
|
||||
|
|
|
|||
|
|
@ -1,6 +1,5 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using static UnityEngine.GraphicsBuffer;
|
||||
|
||||
public class RealCamera : MyCoroutine
|
||||
{
|
||||
|
|
@ -201,6 +200,12 @@ public class RealCamera : MyCoroutine
|
|||
|
||||
void Update_Cam()
|
||||
{
|
||||
if (m_shakeTimer > 0f)
|
||||
{
|
||||
Shaking();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 targetOffset = target.position;
|
||||
Quaternion rotation = Quaternion.Euler(cameraHeight, rotateAround, cameraPan);
|
||||
Vector3 vectorMask = Vector3.one;
|
||||
|
|
@ -260,4 +265,72 @@ public class RealCamera : MyCoroutine
|
|||
smooth = 4f;
|
||||
#endregion
|
||||
}
|
||||
|
||||
#region 카메라 흔들림
|
||||
[Header("Camera Shake")]
|
||||
float m_shakeDuration = 0.3f;
|
||||
float m_shakeMagnitude = 0.1f;
|
||||
public AnimationCurve shakeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
|
||||
|
||||
private float m_shakeTimer = 0f;
|
||||
private Vector3 originalPosition;
|
||||
int curShakeType;
|
||||
|
||||
/// <summary>
|
||||
/// shaketype : 0 약하게 1 보통 2 세게
|
||||
/// </summary>
|
||||
public void ShakeCamera(int shaketype)
|
||||
{
|
||||
if (curShakeType == shaketype && m_shakeTimer > 0f)
|
||||
return;
|
||||
|
||||
curShakeType = shaketype;
|
||||
|
||||
switch (shaketype)
|
||||
{
|
||||
default:
|
||||
case 0: // 약하게
|
||||
m_shakeMagnitude = 0.05f;
|
||||
m_shakeDuration = 0.2f;
|
||||
m_shakeTimer = 0.15f;
|
||||
break;
|
||||
case 1: // 보통
|
||||
m_shakeMagnitude = 0.1f;
|
||||
m_shakeDuration = 0.3f;
|
||||
m_shakeTimer = 0.25f;
|
||||
break;
|
||||
case 2: // 세게
|
||||
m_shakeMagnitude = 0.2f;
|
||||
m_shakeDuration = 0.4f;
|
||||
m_shakeTimer = 0.5f;
|
||||
break;
|
||||
}
|
||||
|
||||
originalPosition = transform.localPosition;
|
||||
}
|
||||
|
||||
void Shaking()
|
||||
{
|
||||
if (m_shakeTimer > 0f)
|
||||
{
|
||||
float percentComplete = 1 - (m_shakeTimer / m_shakeDuration);
|
||||
float damper = shakeCurve.Evaluate(percentComplete);
|
||||
|
||||
Vector3 shakeOffset = Random.insideUnitSphere * m_shakeMagnitude * damper;
|
||||
shakeOffset.y = 0; // 수직 흔들림 제거
|
||||
|
||||
transform.localPosition = originalPosition + shakeOffset;
|
||||
m_shakeTimer -= Time.deltaTime;
|
||||
|
||||
if (m_shakeTimer <= 0f)
|
||||
StopShake();
|
||||
}
|
||||
}
|
||||
|
||||
public void StopShake()
|
||||
{
|
||||
m_shakeTimer = 0f;
|
||||
transform.localPosition = originalPosition;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
Loading…
Reference in New Issue