암살자 : 그림자 베기

This commit is contained in:
Ino 2025-01-16 15:07:21 +09:00
parent 8cb732fad2
commit 5dac6763eb
22 changed files with 42670 additions and 5060 deletions

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@ -39,6 +39,8 @@ classconfig 에 의해 정해짐
어드레서블 다운로드 눈속임
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
화살의 경우 화살 궤적 추가하자
다른 직업 스킬 구현
- 쌍수 2종, 활 1종
- 훨윈드

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@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
@ -1579,6 +1580,41 @@ public class Actor : MyCoroutine
return speed;
}
#endregion
#region
public virtual void Jump(float jumpTime, Action after = null)
{
StartCoroutine(Co_Jump(jumpTime, after));
}
IEnumerator Co_Jump(float jumpTime, Action after = null)
{
StopMove_Imm(false);
m_NavMeshAgent.enabled = false;
Vector3 v3_ori = new Vector3(transform.position.x, transform.position.y, transform.position.z);
Vector3 v3_target = new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z);
float t = 0f, speed = 5f;
while (t < 1f)
{
yield return null;
t += Time.deltaTime * speed;
transform.position = Vector3.Lerp(v3_ori, v3_target, t);
}
yield return new WaitForSeconds(jumpTime);
t = 0f;
while (t < 1f)
{
yield return null;
t += Time.deltaTime * speed * 2f;
transform.position = Vector3.Lerp(v3_target, v3_ori, t);
}
m_NavMeshAgent.enabled = true;
On_NavMeshAgent();
after?.Invoke();
}
#endregion
#region
public virtual void Play_Idle()
@ -1914,6 +1950,7 @@ public class Actor : MyCoroutine
Set_Warp(Vector3.zero);
}
public eAnim Get_CurAnim() { return CurAnim; }
public void Set_CurAnim(eAnim anim) { CurAnim = anim; }
public virtual bool Is_Immortal() { return m_bImmortal; }
#endregion

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@ -7,7 +7,7 @@ public class Projectile_StopAndColliderControl : ProjectileBase
public Collider m_Collider;
[Header("다단히트 갯수")]
public int Loop = 1;
[Header("꺼졌다 켜지는 간(0 == 1프레임)")]
[Header("충돌박스가 꺼졌다 켜지는 간(0 == 1프레임)")]
public float DelayTime = 1f;
[Header("충돌박스가 켜져있는 프레임")]
public int ColliderActiveFrame = 2;
@ -15,6 +15,8 @@ public class Projectile_StopAndColliderControl : ProjectileBase
public override void Set(ProjectileData _data)
{
base.Set(_data);
if (DSUtil.CheckNull(m_Collider))
m_Collider = GetComponent<Collider>();
transform.eulerAngles = Vector3.zero;
m_Pierce = true; // 이펙트 사라지지 않게
StartCoroutine(Co_Collider());

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@ -0,0 +1,24 @@
using UnityEngine;
public class Skill_ShadowSlash : ProjectileBase
{
public Projectile_StopAndColliderControl go_effect;
public override void Set(ProjectileData _data)
{
go_effect.gameObject.SetActive(false);
base.Set(_data);
OptionInfo.Ins.PCMove = false;
_data.shooter.Set_CurAnim(eAnim.Skill);
_data.shooter.Jump(2.1f, () =>
{
go_effect.gameObject.SetActive(true);
go_effect.Set(_data);
go_effect.transform.position = _data.target.Get_Center_position() + Vector3.up;
OptionInfo.Ins.PCMove = true;
_data.shooter.Play_Idle();
});
StartCoroutine(Co_Off(4f));
}
}

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@ -201,7 +201,7 @@ public enum eEffect
Skill_IceBolt, Skill_Fireball, Skill_FireBolt, Skill_EnergyBall, Skill_Blizzard, Skill_Flower, Skill_Golem, Skill_EarthWorm,
Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow, Skill_OneHandCombo1,
Skill_FatalBlow, Skill_DashSlash, Skill_EnergySlash, Skill_BrutalSlash, Skill_Berserk, Skill_EarthSlam, Skill_Whirlwind,
Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade,
Skill_SweepAttack, Skill_VitalStrike, Skill_DeathBlade, Skill_ShadowSlash,
Skill_Poison,