워리어 - 칼날 폭풍
This commit is contained in:
parent
93f0086dbb
commit
48775ebca5
|
|
@ -167,7 +167,7 @@ AnimatorState:
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: MoveAttack1
|
m_Name: MoveAttack1
|
||||||
m_Speed: 1
|
m_Speed: 2.5
|
||||||
m_CycleOffset: 0
|
m_CycleOffset: 0
|
||||||
m_Transitions: []
|
m_Transitions: []
|
||||||
m_StateMachineBehaviours: []
|
m_StateMachineBehaviours: []
|
||||||
|
|
|
||||||
|
|
@ -9760,7 +9760,7 @@ MonoBehaviour:
|
||||||
m_Pierce: 1
|
m_Pierce: 1
|
||||||
str_HitEffect:
|
str_HitEffect:
|
||||||
lifeTime: 3
|
lifeTime: 3
|
||||||
gapTime: 0.1
|
gapTime: 0.3
|
||||||
m_HitChecker: {fileID: 6054281455070537181}
|
m_HitChecker: {fileID: 6054281455070537181}
|
||||||
--- !u!1 &4019177871371100394
|
--- !u!1 &4019177871371100394
|
||||||
GameObject:
|
GameObject:
|
||||||
|
|
|
||||||
|
|
@ -265,6 +265,7 @@ public class Actor : MyCoroutine
|
||||||
Play_Idle();
|
Play_Idle();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public virtual void Set_JoystickStatus(int status) { }
|
||||||
|
|
||||||
public void Set_Warp(Vector3 _pos)
|
public void Set_Warp(Vector3 _pos)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -16,7 +16,7 @@ public class PCActor : MyActor
|
||||||
ObscuredFloat[] arr_magicMaxCoolTime = new ObscuredFloat[] { 0f, 0f, 0f, 0f, 0f, 0f };
|
ObscuredFloat[] arr_magicMaxCoolTime = new ObscuredFloat[] { 0f, 0f, 0f, 0f, 0f, 0f };
|
||||||
SkillListTableData[] arr_magicData = new SkillListTableData[6];
|
SkillListTableData[] arr_magicData = new SkillListTableData[6];
|
||||||
SkillCard[] arr_PCSkillCard;
|
SkillCard[] arr_PCSkillCard;
|
||||||
public bool IsJoystickMove { get; set; }
|
public int JoystickStatus = 0; // 0 조이스틱 x, 1 조이스틱 + run 애님, 2 조이스틱만
|
||||||
ObscuredFloat m_AvoidCoolTime;
|
ObscuredFloat m_AvoidCoolTime;
|
||||||
protected ClassConfigTableData m_ClassData;
|
protected ClassConfigTableData m_ClassData;
|
||||||
|
|
||||||
|
|
@ -85,7 +85,7 @@ public class PCActor : MyActor
|
||||||
|
|
||||||
Update_Move();
|
Update_Move();
|
||||||
|
|
||||||
if (IsJoystickMove || IsStop || IsDead()) return;
|
if (JoystickStatus > 0 || IsStop || IsDead()) return;
|
||||||
|
|
||||||
base.Update();
|
base.Update();
|
||||||
|
|
||||||
|
|
@ -341,7 +341,9 @@ public class PCActor : MyActor
|
||||||
//if (IsDead() || CurAnim >= eAnim.Skill1 || IsCC())
|
//if (IsDead() || CurAnim >= eAnim.Skill1 || IsCC())
|
||||||
if (IsDead() || IsCC() || CurAnim == eAnim.Dodge)
|
if (IsDead() || IsCC() || CurAnim == eAnim.Dodge)
|
||||||
return;
|
return;
|
||||||
Play_RunAnim();
|
|
||||||
|
if (JoystickStatus != 2)
|
||||||
|
Play_RunAnim();
|
||||||
|
|
||||||
Del_Magic();
|
Del_Magic();
|
||||||
Del_Target();
|
Del_Target();
|
||||||
|
|
@ -387,6 +389,12 @@ public class PCActor : MyActor
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void Set_JoystickStatus(int status)
|
||||||
|
{
|
||||||
|
if (JoystickStatus == 2 && status < 3) return;
|
||||||
|
JoystickStatus = status == 3 ? 0 : status;
|
||||||
|
}
|
||||||
|
|
||||||
public bool Check_Path(Vector3 pos)
|
public bool Check_Path(Vector3 pos)
|
||||||
{
|
{
|
||||||
if (!IsCC())
|
if (!IsCC())
|
||||||
|
|
@ -405,13 +413,6 @@ public class PCActor : MyActor
|
||||||
NewGameUI.Ins.m_GuideQuestUI.Add_GuideQuest(ePurpose.DieOrQuit);
|
NewGameUI.Ins.m_GuideQuestUI.Add_GuideQuest(ePurpose.DieOrQuit);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Stop(bool _stop)
|
|
||||||
{
|
|
||||||
base.Stop(_stop);
|
|
||||||
// 투견장 없음
|
|
||||||
//if (InGameInfo.Ins.Get_CurStageData().Chapter == 105) IsStop = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override IEnumerator Co_ScaleControl(bool returntoOriginalScale, float targetscale, Action actComplete = null)
|
protected override IEnumerator Co_ScaleControl(bool returntoOriginalScale, float targetscale, Action actComplete = null)
|
||||||
{
|
{
|
||||||
if (returntoOriginalScale) targetscale = m_ClassData.f_Scale;
|
if (returntoOriginalScale) targetscale = m_ClassData.f_Scale;
|
||||||
|
|
|
||||||
|
|
@ -21,16 +21,21 @@ public class Skill_Whirlwind : ProjectileBase
|
||||||
|
|
||||||
IEnumerator Co_Update()
|
IEnumerator Co_Update()
|
||||||
{
|
{
|
||||||
|
m_ProjectTileData.shooter.Set_JoystickStatus(2);
|
||||||
m_HitChecker.gameObject.SetActive(false);
|
m_HitChecker.gameObject.SetActive(false);
|
||||||
while (m_ProjectTileData.LifeTime > 0f)
|
while (m_ProjectTileData.LifeTime > 0f)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(gapTime);
|
yield return new WaitForSeconds(gapTime);
|
||||||
|
m_ProjectTileData.LifeTime -= gapTime;
|
||||||
transform.position = m_ProjectTileData.shooter.Get_Center_position();
|
transform.position = m_ProjectTileData.shooter.Get_Center_position();
|
||||||
m_HitChecker.gameObject.SetActive(true);
|
m_HitChecker.gameObject.SetActive(true);
|
||||||
|
|
||||||
yield return new WaitForSeconds(gapTime);
|
yield return new WaitForSeconds(gapTime);
|
||||||
|
m_ProjectTileData.LifeTime -= gapTime;
|
||||||
m_HitChecker.gameObject.SetActive(false);
|
m_HitChecker.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
Off(true);
|
Off(true);
|
||||||
// 캐릭터 idle로 만들기
|
m_ProjectTileData.shooter.Set_JoystickStatus(3);
|
||||||
|
m_ProjectTileData.shooter.Play_Idle();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -55,7 +55,7 @@ public class FloatingJoystick : Joystick
|
||||||
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
||||||
{
|
{
|
||||||
MyValue.MyPC.Set_AutoBraking(false);
|
MyValue.MyPC.Set_AutoBraking(false);
|
||||||
MyValue.MyPC.IsJoystickMove = true;
|
MyValue.MyPC.Set_JoystickStatus(1);
|
||||||
}
|
}
|
||||||
base.OnPointerDown(eventData);
|
base.OnPointerDown(eventData);
|
||||||
}
|
}
|
||||||
|
|
@ -66,7 +66,7 @@ public class FloatingJoystick : Joystick
|
||||||
base.OnPointerUp(eventData);
|
base.OnPointerUp(eventData);
|
||||||
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
||||||
{
|
{
|
||||||
MyValue.MyPC.IsJoystickMove = false;
|
MyValue.MyPC.Set_JoystickStatus(0);
|
||||||
MyValue.MyPC.Set_AutoBraking(true);
|
MyValue.MyPC.Set_AutoBraking(true);
|
||||||
MyValue.m_RealCamera.Set_DistanceUp(false);
|
MyValue.m_RealCamera.Set_DistanceUp(false);
|
||||||
MyValue.m_RealCamera.m_BackMove = false;
|
MyValue.m_RealCamera.m_BackMove = false;
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue