죽음의 칼날 작업 중... 2
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@ -47,6 +47,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_Pierce: 1
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m_Pierce: 1
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str_HitEffect:
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str_HitEffect:
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go_dagger: {fileID: 9195674842137819596}
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speed: 4
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speed: 4
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lifetime: 4
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lifetime: 4
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--- !u!1001 &7834408084184242529
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--- !u!1001 &7834408084184242529
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@ -838,6 +838,7 @@ public class Actor : MyCoroutine
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m_bImmortal = true;
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m_bImmortal = true;
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for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = false;
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for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = false;
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Weapon_OnOff(false);
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Weapon_OnOff(false);
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OptionInfo.Ins.PCMove = false;
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yield return new WaitForSeconds(invisibleTime);
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yield return new WaitForSeconds(invisibleTime);
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@ -845,6 +846,7 @@ public class Actor : MyCoroutine
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m_bImmortal = false;
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m_bImmortal = false;
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for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = true;
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for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = true;
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Weapon_OnOff(true);
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Weapon_OnOff(true);
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OptionInfo.Ins.PCMove = true;
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actVisible?.Invoke();
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actVisible?.Invoke();
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}
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}
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@ -2,6 +2,8 @@ using UnityEngine;
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public class Skill_DeathBlade : ProjectileBase
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public class Skill_DeathBlade : ProjectileBase
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{
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{
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public GameObject go_dagger;
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[Header("단검 속도")]
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[Header("단검 속도")]
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public float speed = 4f;
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public float speed = 4f;
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[Header("단검 유지시간")]
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[Header("단검 유지시간")]
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@ -9,6 +11,7 @@ public class Skill_DeathBlade : ProjectileBase
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public override void Set(ProjectileData _data)
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public override void Set(ProjectileData _data)
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{
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{
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go_dagger.SetActive(true);
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_data.Speed = speed;
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_data.Speed = speed;
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_data.LifeTime = lifetime;
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_data.LifeTime = lifetime;
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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@ -17,7 +20,9 @@ public class Skill_DeathBlade : ProjectileBase
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_data.Action_OnHit = hitter =>
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_data.Action_OnHit = hitter =>
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{ // 단검을 맞췄을 경우
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{ // 단검을 맞췄을 경우
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_data.shooter.Set_Invisible(0.5f, () =>
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go_dagger.SetActive(false);
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InGameInfo.Ins.Show_Effect("Effect_Teleport", _data.shooter.Get_position());
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_data.shooter.Set_Invisible(1.0f, () =>
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{
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{
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_data.shooter.Set_Warp(_data.target.Get_PositionBack());
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_data.shooter.Set_Warp(_data.target.Get_PositionBack());
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});
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});
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@ -31,20 +31,12 @@ public class FloatingJoystick : Joystick
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// 입력 방향을 카메라 방향에 맞춰 변환
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// 입력 방향을 카메라 방향에 맞춰 변환
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Vector3 direction = cameraForward.normalized * Vertical + cameraRight.normalized * Horizontal;
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Vector3 direction = cameraForward.normalized * Vertical + cameraRight.normalized * Horizontal;
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if (direction != Vector3.zero)
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if (OptionInfo.Ins.PCMove && direction != Vector3.zero)
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{
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if (OptionInfo.Ins.PCMove)
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{
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{
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MyValue.m_RealCamera.Set_DistanceUp(Vertical < 0); // 아래로 움직일 경우
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MyValue.m_RealCamera.Set_DistanceUp(Vertical < 0); // 아래로 움직일 경우
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MyValue.m_RealCamera.m_BackMove = Vertical < 0;
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MyValue.m_RealCamera.m_BackMove = Vertical < 0;
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MyValue.MyPC.Run_byJoystick(direction);
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MyValue.MyPC.Run_byJoystick(direction);
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}
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}
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else
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{
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//bool hori = direction.x > direction.y;
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MyValue.m_RealCamera.rotateAround += direction.x > 0f ? 1f : -1f;
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}
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}
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}
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}
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}
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}
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