워리어 - 칼날 폭풍
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@ -167,7 +167,7 @@ AnimatorState:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: MoveAttack1
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m_Speed: 1
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m_Speed: 2.5
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m_CycleOffset: 0
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m_Transitions: []
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m_StateMachineBehaviours: []
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@ -9760,7 +9760,7 @@ MonoBehaviour:
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m_Pierce: 1
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str_HitEffect:
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lifeTime: 3
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gapTime: 0.1
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gapTime: 0.3
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m_HitChecker: {fileID: 6054281455070537181}
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--- !u!1 &4019177871371100394
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GameObject:
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@ -265,6 +265,7 @@ public class Actor : MyCoroutine
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Play_Idle();
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}
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}
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public virtual void Set_JoystickStatus(int status) { }
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public void Set_Warp(Vector3 _pos)
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{
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@ -16,7 +16,7 @@ public class PCActor : MyActor
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ObscuredFloat[] arr_magicMaxCoolTime = new ObscuredFloat[] { 0f, 0f, 0f, 0f, 0f, 0f };
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SkillListTableData[] arr_magicData = new SkillListTableData[6];
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SkillCard[] arr_PCSkillCard;
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public bool IsJoystickMove { get; set; }
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public int JoystickStatus = 0; // 0 조이스틱 x, 1 조이스틱 + run 애님, 2 조이스틱만
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ObscuredFloat m_AvoidCoolTime;
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protected ClassConfigTableData m_ClassData;
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@ -85,7 +85,7 @@ public class PCActor : MyActor
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Update_Move();
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if (IsJoystickMove || IsStop || IsDead()) return;
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if (JoystickStatus > 0 || IsStop || IsDead()) return;
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base.Update();
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@ -341,6 +341,8 @@ public class PCActor : MyActor
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//if (IsDead() || CurAnim >= eAnim.Skill1 || IsCC())
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if (IsDead() || IsCC() || CurAnim == eAnim.Dodge)
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return;
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if (JoystickStatus != 2)
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Play_RunAnim();
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Del_Magic();
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@ -387,6 +389,12 @@ public class PCActor : MyActor
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}
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}
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public override void Set_JoystickStatus(int status)
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{
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if (JoystickStatus == 2 && status < 3) return;
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JoystickStatus = status == 3 ? 0 : status;
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}
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public bool Check_Path(Vector3 pos)
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{
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if (!IsCC())
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@ -405,13 +413,6 @@ public class PCActor : MyActor
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NewGameUI.Ins.m_GuideQuestUI.Add_GuideQuest(ePurpose.DieOrQuit);
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}
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public override void Stop(bool _stop)
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{
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base.Stop(_stop);
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// 투견장 없음
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//if (InGameInfo.Ins.Get_CurStageData().Chapter == 105) IsStop = true;
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}
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protected override IEnumerator Co_ScaleControl(bool returntoOriginalScale, float targetscale, Action actComplete = null)
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{
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if (returntoOriginalScale) targetscale = m_ClassData.f_Scale;
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@ -21,16 +21,21 @@ public class Skill_Whirlwind : ProjectileBase
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IEnumerator Co_Update()
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{
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m_ProjectTileData.shooter.Set_JoystickStatus(2);
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m_HitChecker.gameObject.SetActive(false);
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while (m_ProjectTileData.LifeTime > 0f)
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{
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yield return new WaitForSeconds(gapTime);
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m_ProjectTileData.LifeTime -= gapTime;
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transform.position = m_ProjectTileData.shooter.Get_Center_position();
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m_HitChecker.gameObject.SetActive(true);
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yield return new WaitForSeconds(gapTime);
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m_ProjectTileData.LifeTime -= gapTime;
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m_HitChecker.gameObject.SetActive(false);
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}
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Off(true);
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// 캐릭터 idle로 만들기
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m_ProjectTileData.shooter.Set_JoystickStatus(3);
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m_ProjectTileData.shooter.Play_Idle();
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}
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}
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@ -55,7 +55,7 @@ public class FloatingJoystick : Joystick
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if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
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{
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MyValue.MyPC.Set_AutoBraking(false);
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MyValue.MyPC.IsJoystickMove = true;
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MyValue.MyPC.Set_JoystickStatus(1);
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}
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base.OnPointerDown(eventData);
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}
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@ -66,7 +66,7 @@ public class FloatingJoystick : Joystick
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base.OnPointerUp(eventData);
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if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
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{
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MyValue.MyPC.IsJoystickMove = false;
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MyValue.MyPC.Set_JoystickStatus(0);
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MyValue.MyPC.Set_AutoBraking(true);
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MyValue.m_RealCamera.Set_DistanceUp(false);
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MyValue.m_RealCamera.m_BackMove = false;
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