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(m_Stat.Get_Stat(eStat.PIERCING_Multiplier) + @@ -760,14 +762,14 @@ public class Actor : MyCoroutine return new Vector3(transform.position.x, transform.position.y + ObjSize.y * 0.5f, transform.position.z); } public Vector3 Get_Top_postion() { return tf_HUD_Dmg.position; } - public Vector3 Get_CenterPositionFoward(float dist = 1f) { return Get_Center_position() + transform.forward * dist; } - public Vector3 Get_PositionFoward(float dist = 1f) { return Get_position() + transform.forward * dist; } - public Vector3 Get_PositionBack(float dist = 1f) { return Get_position() + -transform.forward * dist; } + public Vector3 Get_CenterPositionFoward(float dist = 0.3f) { return Get_Center_position() + transform.forward * dist; } + public Vector3 Get_PositionFoward(float dist = 0.3f) { return Get_position() + transform.forward * dist; } + public Vector3 Get_PositionBack(float dist = 0.3f) { return Get_position() + -transform.forward * dist; } public Vector3 Get_TeleportPostion(Actor target, float dist = 1f) { var startPos = Get_position(); // 현재 위치 Vector3 direction = (target.Get_position() - Get_position()).normalized; // 목표와 현재 위치의 방향 벡터를 구함 - return target.Get_position() - direction * 1f; // 목표 위치에서 -1f 앞 지점 계산 + return target.Get_position() - direction * dist; // 목표 위치에서 -1f 앞 지점 계산 } public float Get_ScaleSizeDist() { return transform.localScale.x > 2f ? ObjSize.z * 0.5f : 0f; } public ActorStatInfo Get_StatInfo() { return m_Stat; } diff --git a/Assets/Script/Character/MyActor.cs b/Assets/Script/Character/MyActor.cs index a2adb7c4b..8c690cd30 100644 --- a/Assets/Script/Character/MyActor.cs +++ b/Assets/Script/Character/MyActor.cs @@ -222,9 +222,31 @@ public class MyActor : Actor base.Projectile(s); if (ProjectileInfo.Ins) { - var startpos = Get_CenterPositionFoward(); - var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime; - ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime); + var ccData = Get_CCData(eCC.MultiShot); + var amount = 1 + (ccData.CCTime > 0f ? ccData.CCVal : 0); + if (amount > 1) + { + float cal_angle = 80f; + float angleStep = cal_angle / (amount - 1); // 전체 각도(120도)를 화살 개수로 나누기 + for (int i = 0; i < amount; ++i) + { + var startpos = Get_CenterPositionFoward(); + var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime; + ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime, 1, + pb => + { + // -60 ~ 60 사이로 각도를 균등 분배 + float angle = -(cal_angle * 0.5f) + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산 + pb.transform.localEulerAngles = new Vector2(0f, angle); + }); + } + } + else + { + var startpos = Get_CenterPositionFoward(); + var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime; + ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime); + } } } } \ No newline at end of file diff --git a/Assets/Script/Character/Projectile/Skill/Skill_MultiShot.cs b/Assets/Script/Character/Projectile/Skill/Skill_MultiShot.cs index 93eb0c1cf..b526bf59d 100644 --- a/Assets/Script/Character/Projectile/Skill/Skill_MultiShot.cs +++ b/Assets/Script/Character/Projectile/Skill/Skill_MultiShot.cs @@ -1,31 +1,32 @@ -using System.Collections.Generic; +using System.Collections; +using UnityEngine; public class Skill_MultiShot : ProjectileBase { - public Skill_MultiShot_Arrow[] arrows; - List list_deathmob = new List(); + [Header("지속 시간")] + public float lifetime = 10f; + [Header("추가 화살 갯수")] + public int addarrow = 2; + [Header("데미지 감소량")] + public double reducedmg = 0.2d; public override void Set(ProjectileData _data) { - list_deathmob.Clear(); - _data.eStartPos = eProjectileStartPos.ShooterCenter; base.Set(_data); - transform.rotation = _data.shooter.transform.rotation; + m_LifeTime = lifetime; + _data.shooter.Buff_or_Debuff(eCC.MultiShot, m_LifeTime, reducedmg, addarrow); + StartCoroutine(Co_Update()); + } - _data.LifeTime = 10f; + IEnumerator Co_Update() + { + while (m_LifeTime > 0f) + { + yield return null; + m_LifeTime -= Time.deltaTime; + transform.position = m_ProjecTileData.shooter.Get_Center_position(); + } - for (int i = 0; i < arrows.Length; i++) - arrows[i].gameObject.SetActive(false); - - var arrowcount = IsStep(1) ? 5 : 3; - for (int i = 0; i < arrowcount; i++) - arrows[i].Set(_data, IsStep(2), actor => - { - var mob = actor as MobActor; - if (mob != null && mob.IsDead() && list_deathmob.Find(f => f == mob) == null) - list_deathmob.Add(mob); - }); - - StartCoroutine(Co_Off(3f)); + Off(true); } } \ No newline at end of file diff --git a/Assets/Script/Info/ProjectileInfo.cs b/Assets/Script/Info/ProjectileInfo.cs index 31579d0ee..1bad72b13 100644 --- a/Assets/Script/Info/ProjectileInfo.cs +++ b/Assets/Script/Info/ProjectileInfo.cs @@ -54,7 +54,7 @@ public class ProjectileInfo : MonoBehaviour Load_Projectile(true, projectile, act); } - public void Shoot_Projectile(string projectile, Actor shooter, Actor target, float adddmgrate = 1f, Vector3? startpos = null, float liftTime = 4f, float skilldmg = 1f) + public void Shoot_Projectile(string projectile, Actor shooter, Actor target, float adddmgrate = 1f, Vector3? startpos = null, float liftTime = 4f, float skilldmg = 1f, Action act = null) { Get_Projectile(projectile, proj => { @@ -62,6 +62,7 @@ public class ProjectileInfo : MonoBehaviour proj.Set(new ProjectileData { shooter = shooter, target = target, HitDamage = adddmgrate, eStartPos = eProjectileStartPos.Custom, v3_StartPos = startpos.Value, LifeTime = liftTime, LookTarget = true }); else proj.Set(new ProjectileData { shooter = shooter, target = target, HitDamage = adddmgrate, eStartPos = eProjectileStartPos.ShooterCenter, LifeTime = liftTime }); + act?.Invoke(proj); }); } public void Shoot_Projectile(string projectile, ProjectileData pd, Action act = null) diff --git a/Assets/Script/Util/MyEnum.cs b/Assets/Script/Util/MyEnum.cs index dcd620487..dcfb34c31 100644 --- a/Assets/Script/Util/MyEnum.cs +++ b/Assets/Script/Util/MyEnum.cs @@ -10,7 +10,7 @@ public enum eSpawnerType { Random, Order, Phase, PhaseAllKill } public enum eAnim { Idle, Run, Die, Hit, Dodge, Attack, Attack2, Attack3, Attack4, Skill } public enum eCC { BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down, // 움직임 자유 STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime, // 움직임 자유 - Cri_Up, + Cri_Up, MultiShot, // 움직임 자유 Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한