암살자 : 그림자 베기
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@ -39,6 +39,8 @@ classconfig 에 의해 정해짐
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어드레서블 다운로드 눈속임
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5그룹이라면 0~1 갈 때 0.2까지 쭉 올리고, 1~2 갈 때 0.4까지 쭉 올리고... 1까지 올리면 되지 않을까? 100%에서 다 되면 넘어가면 되지
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화살의 경우 화살 궤적 추가하자
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다른 직업 스킬 구현
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- 쌍수 2종, 활 1종
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- 훨윈드
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fileFormatVersion: 2
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guid: 01f579e956fa48e4c94914fad19aecec
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folderAsset: yes
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fileFormatVersion: 2
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guid: fc98c6bc284eb6d42984dd113e103f14
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externalObjects: {}
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fileFormatVersion: 2
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guid: 0b857147eed071c4586f9988090a9cc0
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PrefabImporter:
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externalObjects: {}
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@ -2,6 +2,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.SceneManagement;
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@ -1579,6 +1580,41 @@ public class Actor : MyCoroutine
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return speed;
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}
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#endregion
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#region 점프
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public virtual void Jump(float jumpTime, Action after = null)
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{
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StartCoroutine(Co_Jump(jumpTime, after));
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}
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IEnumerator Co_Jump(float jumpTime, Action after = null)
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{
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StopMove_Imm(false);
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m_NavMeshAgent.enabled = false;
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Vector3 v3_ori = new Vector3(transform.position.x, transform.position.y, transform.position.z);
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Vector3 v3_target = new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z);
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float t = 0f, speed = 5f;
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while (t < 1f)
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{
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yield return null;
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t += Time.deltaTime * speed;
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transform.position = Vector3.Lerp(v3_ori, v3_target, t);
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}
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yield return new WaitForSeconds(jumpTime);
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t = 0f;
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while (t < 1f)
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{
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yield return null;
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t += Time.deltaTime * speed * 2f;
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transform.position = Vector3.Lerp(v3_target, v3_ori, t);
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}
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m_NavMeshAgent.enabled = true;
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On_NavMeshAgent();
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after?.Invoke();
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}
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#endregion
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#region 애니메이션 실행
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public virtual void Play_Idle()
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@ -1914,6 +1950,7 @@ public class Actor : MyCoroutine
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Set_Warp(Vector3.zero);
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}
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public eAnim Get_CurAnim() { return CurAnim; }
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public void Set_CurAnim(eAnim anim) { CurAnim = anim; }
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public virtual bool Is_Immortal() { return m_bImmortal; }
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#endregion
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@ -7,7 +7,7 @@ public class Projectile_StopAndColliderControl : ProjectileBase
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public Collider m_Collider;
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[Header("다단히트 갯수")]
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public int Loop = 1;
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[Header("꺼졌다 켜지는 간격(0 == 1프레임)")]
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[Header("충돌박스가 꺼졌다 켜지는 시간(0 == 1프레임)")]
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public float DelayTime = 1f;
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[Header("충돌박스가 켜져있는 프레임")]
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public int ColliderActiveFrame = 2;
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@ -15,6 +15,8 @@ public class Projectile_StopAndColliderControl : ProjectileBase
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public override void Set(ProjectileData _data)
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{
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base.Set(_data);
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if (DSUtil.CheckNull(m_Collider))
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m_Collider = GetComponent<Collider>();
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transform.eulerAngles = Vector3.zero;
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m_Pierce = true; // 이펙트 사라지지 않게
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StartCoroutine(Co_Collider());
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@ -0,0 +1,24 @@
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using UnityEngine;
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public class Skill_ShadowSlash : ProjectileBase
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{
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public Projectile_StopAndColliderControl go_effect;
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public override void Set(ProjectileData _data)
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{
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go_effect.gameObject.SetActive(false);
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base.Set(_data);
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OptionInfo.Ins.PCMove = false;
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_data.shooter.Set_CurAnim(eAnim.Skill);
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_data.shooter.Jump(2.1f, () =>
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{
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go_effect.gameObject.SetActive(true);
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go_effect.Set(_data);
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go_effect.transform.position = _data.target.Get_Center_position() + Vector3.up;
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OptionInfo.Ins.PCMove = true;
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_data.shooter.Play_Idle();
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});
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StartCoroutine(Co_Off(4f));
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}
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}
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fileFormatVersion: 2
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guid: 6216636b179af544bb9e6f86f8e83f5a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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@ -201,7 +201,7 @@ public enum eEffect
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Skill_IceBolt, Skill_Fireball, Skill_FireBolt, Skill_EnergyBall, Skill_Blizzard, Skill_Flower, Skill_Golem, Skill_EarthWorm,
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Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow, Skill_OneHandCombo1,
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Skill_FatalBlow, Skill_DashSlash, Skill_EnergySlash, Skill_BrutalSlash, Skill_Berserk, Skill_EarthSlam, Skill_Whirlwind,
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Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade,
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Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade, Skill_ShadowSlash,
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Skill_Poison,
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