chamelga, scopionto

This commit is contained in:
Ino 2025-02-07 17:04:56 +09:00
parent f3613bc3f0
commit 4bb3649549
26 changed files with 31667 additions and 334 deletions

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@ -172,13 +172,12 @@ public class Actor : MyCoroutine
foreach (var item in dic_ccData) foreach (var item in dic_ccData)
{ {
if (item.Value.CCReduceTime > 0f) if (item.Value.CCReduceTime > 0f)
{
item.Value.CCReduceTime -= 0.0001f; item.Value.CCReduceTime -= 0.0001f;
if (item.Value.CCReduceTime < 0f) if (item.Value.CCReduceTime < 0f)
item.Value.CCReduceTime = 0f; item.Value.CCReduceTime = 0f;
} }
foreach (var item in dic_ccData)
{
if (item.Value.TimeUpdate && item.Value.CCTime > 0) if (item.Value.TimeUpdate && item.Value.CCTime > 0)
{ {
item.Value.CCTime -= Time.deltaTime; item.Value.CCTime -= Time.deltaTime;

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@ -18,11 +18,15 @@ public class MobActor : Actor
protected MonsterTableData m_MonsterTableData; protected MonsterTableData m_MonsterTableData;
Action<int> m_actDie; Action<int> m_actDie;
protected MobMark m_MobMark; protected MobMark m_MobMark;
protected NoSeeLongDMob m_NoSeeLongDMob;
bool isNSLDMob;
protected override void Start() protected override void Start()
{ {
base.Start(); base.Start();
GetComponent<Rigidbody>().isKinematic = true; GetComponent<Rigidbody>().isKinematic = true;
m_NoSeeLongDMob = GetComponent<NoSeeLongDMob>();
isNSLDMob = !DSUtil.CheckNull(m_NoSeeLongDMob);
} }
public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false) public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false)
@ -259,6 +263,9 @@ public class MobActor : Actor
} }
void Check_Battle() void Check_Battle()
{ {
if (isNSLDMob && m_NoSeeLongDMob.IsNoSeeMob())
return;
if (b_IsFirstAttack) if (b_IsFirstAttack)
{ // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환 { // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환
var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), f_BaseChaseRange); var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), f_BaseChaseRange);

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@ -278,22 +278,34 @@ public class ActorInfo : MonoBehaviour
public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max) public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max)
{ {
var actors = listPool.Get(); var actors = listPool.Get();
float distSquared = dist > 0f ? dist * dist : 0f; // 거리 제곱 계산
foreach (var item in dic_actor) foreach (var actorGroup in dic_actor.Values)
{ {
foreach (var groupEntry in item.Value) foreach (var prefabGroup in actorGroup.Values)
{ {
foreach (var prefabEntry in groupEntry.Value) foreach (var actorList in prefabGroup.Values)
{ {
foreach (var actor in prefabEntry.Value) foreach (var actor in actorList)
{ {
if (!DSUtil.CheckNull(actor) && actor.IsEnemy() != isEnemy && !actor.IsDead() && !actor.Is_Immortal() && // 조기 종료를 통해 조건을 빠르게 확인
(dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist)) if (actor == null) continue;
//if (DSUtil.CheckNull(actor)) continue;
if (actor.IsEnemy() == isEnemy) continue;
if (actor.IsDead() || actor.Is_Immortal()) continue;
// 거리 조건 확인
if (distSquared > 0f)
{ {
// 공격 타입 조건을 만족하는지 확인 float distanceSquared = (pos - actor.Get_position()).sqrMagnitude;
if (attackType == eAttackType.Max || attackType == actor.m_AttackType) if (distanceSquared > distSquared) continue;
actors.Add(actor);
} }
// 공격 타입 조건 확인
if (attackType != eAttackType.Max && attackType != actor.m_AttackType) continue;
// 조건을 모두 만족하는 경우 리스트에 추가
actors.Add(actor);
} }
} }
} }
@ -301,6 +313,32 @@ public class ActorInfo : MonoBehaviour
return actors; return actors;
} }
//public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max)
//{
// var actors = listPool.Get();
// foreach (var item in dic_actor)
// {
// foreach (var groupEntry in item.Value)
// {
// foreach (var prefabEntry in groupEntry.Value)
// {
// foreach (var actor in prefabEntry.Value)
// {
// if (!DSUtil.CheckNull(actor) && actor.IsEnemy() != isEnemy && !actor.IsDead() && !actor.Is_Immortal() &&
// (dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist))
// {
// // 공격 타입 조건을 만족하는지 확인
// if (attackType == eAttackType.Max || attackType == actor.m_AttackType)
// actors.Add(actor);
// }
// }
// }
// }
// }
// return actors;
//}
/// <summary> /// <summary>
/// dist 가 0 초과면 범위 내의 동맹들만 찾는다. /// dist 가 0 초과면 범위 내의 동맹들만 찾는다.

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@ -22,4 +22,9 @@ public class NoSeeLongDMob : MyCoroutine
} }
}; };
} }
public bool IsNoSeeMob()
{
return list_Renderer[0].enabled;
}
} }

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@ -222,7 +222,7 @@ public class CCData
public bool TimeUpdate; public bool TimeUpdate;
public GameObject EffectObj; public GameObject EffectObj;
public ObscuredInt _CCVal; public ObscuredInt _CCVal;
ObscuredDouble _CCTime, _CCDelay, _CCDmg, _CCReduceTime; //ObscuredDouble _CCTime, _CCDelay, _CCDmg, _CCReduceTime;
public void Init() public void Init()
{ {
@ -232,10 +232,10 @@ public class CCData
public void Off_Effect() { if (!DSUtil.CheckNull(EffectObj)) EffectObj.SetActive(false); } public void Off_Effect() { if (!DSUtil.CheckNull(EffectObj)) EffectObj.SetActive(false); }
public int CCVal { get { return _CCVal; } set { _CCVal = value; _CCVal.RandomizeCryptoKey(); } } public int CCVal { get { return _CCVal; } set { _CCVal = value; _CCVal.RandomizeCryptoKey(); } }
public double CCTime { get { return _CCTime; } set { _CCTime = value; _CCTime.RandomizeCryptoKey(); } } public double CCTime;// { get { return _CCTime; } set { _CCTime = value; _CCTime.RandomizeCryptoKey(); } }
public double CCDelay { get { return _CCDelay; } set { _CCDelay = value; _CCDelay.RandomizeCryptoKey(); } } public double CCDelay;// { get { return _CCDelay; } set { _CCDelay = value; _CCDelay.RandomizeCryptoKey(); } }
public double CCDmg { get { return _CCDmg; } set { _CCDmg = value; _CCDmg.RandomizeCryptoKey(); } } public double CCDmg;// { get { return _CCDmg; } set { _CCDmg = value; _CCDmg.RandomizeCryptoKey(); } }
public double CCReduceTime { get { return _CCReduceTime; } set { _CCReduceTime = value; _CCReduceTime.RandomizeCryptoKey(); } } public double CCReduceTime;// { get { return _CCReduceTime; } set { _CCReduceTime = value; _CCReduceTime.RandomizeCryptoKey(); } }
} }
public class CountLevelData public class CountLevelData