diff --git a/Assets/Res_Addr/Skill/Skill_DeathBlade.prefab b/Assets/Res_Addr/Skill/Skill_DeathBlade.prefab index 6300f667d..81c42af6d 100644 --- a/Assets/Res_Addr/Skill/Skill_DeathBlade.prefab +++ b/Assets/Res_Addr/Skill/Skill_DeathBlade.prefab @@ -47,6 +47,7 @@ MonoBehaviour: m_EditorClassIdentifier: m_Pierce: 1 str_HitEffect: + go_dagger: {fileID: 9195674842137819596} speed: 4 lifetime: 4 --- !u!1001 &7834408084184242529 diff --git a/Assets/Script/Character/Actor.cs b/Assets/Script/Character/Actor.cs index e895a4c93..e858becf8 100644 --- a/Assets/Script/Character/Actor.cs +++ b/Assets/Script/Character/Actor.cs @@ -838,6 +838,7 @@ public class Actor : MyCoroutine m_bImmortal = true; for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = false; Weapon_OnOff(false); + OptionInfo.Ins.PCMove = false; yield return new WaitForSeconds(invisibleTime); @@ -845,6 +846,7 @@ public class Actor : MyCoroutine m_bImmortal = false; for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = true; Weapon_OnOff(true); + OptionInfo.Ins.PCMove = true; actVisible?.Invoke(); } diff --git a/Assets/Script/Character/Projectile/Skill/Skill_DeathBlade.cs b/Assets/Script/Character/Projectile/Skill/Skill_DeathBlade.cs index 2a4c17a81..a770f0ddf 100644 --- a/Assets/Script/Character/Projectile/Skill/Skill_DeathBlade.cs +++ b/Assets/Script/Character/Projectile/Skill/Skill_DeathBlade.cs @@ -2,6 +2,8 @@ using UnityEngine; public class Skill_DeathBlade : ProjectileBase { + public GameObject go_dagger; + [Header("단검 속도")] public float speed = 4f; [Header("단검 유지시간")] @@ -9,6 +11,7 @@ public class Skill_DeathBlade : ProjectileBase public override void Set(ProjectileData _data) { + go_dagger.SetActive(true); _data.Speed = speed; _data.LifeTime = lifetime; _data.eStartPos = eProjectileStartPos.ShooterCenter; @@ -17,7 +20,9 @@ public class Skill_DeathBlade : ProjectileBase _data.Action_OnHit = hitter => { // 단검을 맞췄을 경우 - _data.shooter.Set_Invisible(0.5f, () => + go_dagger.SetActive(false); + InGameInfo.Ins.Show_Effect("Effect_Teleport", _data.shooter.Get_position()); + _data.shooter.Set_Invisible(1.0f, () => { _data.shooter.Set_Warp(_data.target.Get_PositionBack()); }); diff --git a/Assets/ThirdParty/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs b/Assets/ThirdParty/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs index 25884312e..51e616d12 100644 --- a/Assets/ThirdParty/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs +++ b/Assets/ThirdParty/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs @@ -31,19 +31,11 @@ public class FloatingJoystick : Joystick // 입력 방향을 카메라 방향에 맞춰 변환 Vector3 direction = cameraForward.normalized * Vertical + cameraRight.normalized * Horizontal; - if (direction != Vector3.zero) + if (OptionInfo.Ins.PCMove && direction != Vector3.zero) { - if (OptionInfo.Ins.PCMove) - { - MyValue.m_RealCamera.Set_DistanceUp(Vertical < 0); // 아래로 움직일 경우 - MyValue.m_RealCamera.m_BackMove = Vertical < 0; - MyValue.MyPC.Run_byJoystick(direction); - } - else - { - //bool hori = direction.x > direction.y; - MyValue.m_RealCamera.rotateAround += direction.x > 0f ? 1f : -1f; - } + MyValue.m_RealCamera.Set_DistanceUp(Vertical < 0); // 아래로 움직일 경우 + MyValue.m_RealCamera.m_BackMove = Vertical < 0; + MyValue.MyPC.Run_byJoystick(direction); } } }