모험가 평타 수정, 카메라 흔들림 추가

This commit is contained in:
Ino 2025-05-02 06:41:01 +09:00
parent 6e68373090
commit 3d96b00f64
17 changed files with 29702 additions and 24 deletions

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@ -86,8 +86,6 @@ messageinfo 엄청 느린 버그
- 포탈, 필드보스, 부활의 성소, 챕터보스
농장 바위 부쉈는데 안 나옴
작업 내역 노션에 남겨두기

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@ -25,3 +25,5 @@ https://www.notion.so/devlucas/2346884289ec4fadb0aa74f7c74660c7#1e3e9deec1718023
장비
https://www.notion.so/devlucas/392510d8df864afea8f5e6c27ddc6af9#1e4e9deec171805ea774cb456c66c940
맵 리뉴얼
https://www.notion.so/devlucas/7c0cbe8e9ffc4f95a2f2c18f03fe1fbf#1e4e9deec17180f2a057c56dcaee8d7c

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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)

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@ -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());

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@ -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)

View File

@ -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);
});
}
}

View File

@ -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;

View File

@ -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))

View File

@ -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
[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
}