죽음의 칼날 작업 중... 2

This commit is contained in:
Ino 2025-01-16 07:42:25 +09:00
parent 8a0c3f1eae
commit 5949c4d9e3
4 changed files with 13 additions and 13 deletions

View File

@ -47,6 +47,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Pierce: 1
str_HitEffect:
go_dagger: {fileID: 9195674842137819596}
speed: 4
lifetime: 4
--- !u!1001 &7834408084184242529

View File

@ -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();
}

View File

@ -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());
});

View File

@ -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);
}
}
}