돌진베기 완료
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@ -79,7 +79,7 @@ BoxCollider:
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 2.8939738, y: 3, z: 6.898247}
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m_Size: {x: 2.8939738, y: 3.5, z: 6.898247}
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m_Center: {x: -0.24211812, y: 0, z: 0.5121741}
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--- !u!1001 &7992047011628252273
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PrefabInstance:
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@ -112,7 +112,7 @@ PrefabInstance:
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- target: {fileID: 7202642212723441742, guid: 4288fa4a0d6d8f441a99a3067fdee9c4,
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type: 3}
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propertyPath: m_LocalPosition.y
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value: 0
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 7202642212723441742, guid: 4288fa4a0d6d8f441a99a3067fdee9c4,
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type: 3}
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@ -11,7 +11,6 @@ public class Skill_DashSlash : 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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transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y, 0f);
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go_effect.SetActive(false);
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m_Collider.enabled = false;
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_data.shooter.Set_Invisible(0.5f, () => { StartCoroutine(Co_Update()); });
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@ -25,12 +24,17 @@ public class Skill_DashSlash : ProjectileBase
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IEnumerator Co_Update()
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{
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m_ProjecTileData.shooter.Set_Warp(m_ProjecTileData.target.Get_PositionFoward(1f));
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if (m_ProjecTileData.shooter.IsMainPC())
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MyValue.m_RealCamera.Set_FollowTarget(m_ProjecTileData.target);
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yield return new WaitForSeconds(0.5f);
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go_effect.SetActive(true);
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m_ProjecTileData.shooter.Set_Warp(m_ProjecTileData.target.Get_PositionFoward());
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transform.position = m_ProjecTileData.shooter.Get_Center_position();
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yield return new WaitForSeconds(0.25f);
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transform.LookAt(m_ProjecTileData.target.transform);
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transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y, 0f);
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m_ProjecTileData.shooter.Set_Invisible(2.5f, () =>
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{
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if (m_ProjecTileData.shooter.IsMainPC())
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MyValue.m_RealCamera.Set_FollowTarget(null);
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Off(true);
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});
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@ -37,7 +37,7 @@ public class RealCamera : MyCoroutine
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float OriminDistance, OrimaxDistance, OriDistanceUp, OricameraHeight;
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private float HorizontalAxis, VerticalAxis;
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int CamStatus = 1; // 0 초기, 1 평소, 2 건물 내부
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int CamStatus = 1; // 0 초기, 1 평소, 2 followtarget 쿼터뷰
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float DragEndTime;
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GameObject godummy, gowitch;
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List<Transform> list_tfCamactionTarget = new List<Transform>();
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@ -45,6 +45,8 @@ public class RealCamera : MyCoroutine
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bool islockTarget;
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Transform tf_lockTarget;
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Actor m_followTarget;
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private void Awake()
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{
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OriminDistance = minDistance;
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@ -97,6 +99,11 @@ public class RealCamera : MyCoroutine
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cameraHeight = OricameraHeight;
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}
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}
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public void Set_FollowTarget(Actor target)
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{
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m_followTarget = target;
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CamStatus = target ? 2 : 1;
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}
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public void Add_CamActionTarget(Transform _target) { list_tfCamactionTarget.Add(_target); }
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public void Set_LockTarget(Transform locktarget)
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{
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@ -189,7 +196,27 @@ public class RealCamera : MyCoroutine
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}
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else if (CamStatus == 1)
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Update_Cam();
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else if (CamStatus == 2)
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{
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if (m_followTarget == null) return;
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// 팔로우 타겟 기준 위치 설정 (앞에서 약간 위)
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Vector3 followOffset = m_followTarget.transform.position + m_followTarget.transform.right * CamStatus2_x +
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Vector3.up * CamStatus2_up;
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// 카메라 위치 보간
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transform.position = Vector3.Lerp(transform.position, followOffset, Time.deltaTime * 5f);
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// 타겟의 머리 또는 약간 위를 보도록 설정
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Vector3 lookTarget = m_followTarget.transform.position + Vector3.up * CamStatus2_up;
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// 회전도 자연스럽게 보간
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Quaternion targetRot = Quaternion.LookRotation(lookTarget - transform.position);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 5f);
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}
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}
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public float CamStatus2_x = 4f;
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public float CamStatus2_up = 1.4f;
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void Start_Game()
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{
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