궁수 : 멀티샷

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Ino 2025-01-20 15:47:44 +09:00
parent 829a7b9806
commit 4bd556acbb
12 changed files with 303 additions and 393 deletions

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@ -297,6 +297,8 @@ public class Actor : MyCoroutine
dinfo.Beater = this;
dinfo.Beater_pd = _pd;
dinfo.BaseDmg = addAtk + (_pd.BaseDmg > 0 ? _pd.BaseDmg : m_Stat.Get_Stat(eStat.BaseDmg));
if (dic_ccData[eCC.MultiShot].CCTime > 0f)
dinfo.BaseDmg -= dinfo.BaseDmg * dic_ccData[eCC.MultiShot].CCDmg;
dinfo.Damage = dinfo.BaseDmg * _attackrate;
dinfo.PiercingDmg = dinfo.BaseDmg *
(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; }

View File

@ -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);
}
}
}
}

View File

@ -1,31 +1,32 @@
using System.Collections.Generic;
using System.Collections;
using UnityEngine;
public class Skill_MultiShot : ProjectileBase
{
public Skill_MultiShot_Arrow[] arrows;
List<MobActor> list_deathmob = new List<MobActor>();
[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);
}
}

View File

@ -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<ProjectileBase> 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<ProjectileBase> act = null)

View File

@ -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