십자 베기(마구 베기)
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m_CanTransitionToSelf: 1
|
||||
--- !u!1102 &8843573372059719293
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
|
|
@ -2826,7 +3012,7 @@ AnimatorState:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: h3
|
||||
m_Speed: 1.4
|
||||
m_Speed: 4
|
||||
m_CycleOffset: 0
|
||||
m_Transitions:
|
||||
- {fileID: -1787236535978097540}
|
||||
|
|
@ -2853,7 +3039,7 @@ AnimatorState:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: v1
|
||||
m_Speed: 1.1
|
||||
m_Speed: 2
|
||||
m_CycleOffset: 0
|
||||
m_Transitions:
|
||||
- {fileID: -1262591996096803588}
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 88faa6f6bc995b8469f8de9c307083f8
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -49,6 +49,7 @@ MonoBehaviour:
|
|||
m_Pierce: 1
|
||||
str_HitEffect: Effect_Hit_10502
|
||||
m_ShowTimeOverEffect: 0
|
||||
ShowTarget: 1
|
||||
--- !u!65 &6782093134866277011
|
||||
BoxCollider:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -68,5 +69,5 @@ BoxCollider:
|
|||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 3
|
||||
m_Size: {x: 1.5, y: 3, z: 2}
|
||||
m_Size: {x: 1.5, y: 3, z: 3}
|
||||
m_Center: {x: 0, y: 0, z: 0}
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -263,6 +263,7 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
|
||||
public virtual void Set_Target(bool forcefind = false) { }
|
||||
public virtual void Set_Target(Actor target) { m_Target = target; isTarget = m_Target; }
|
||||
public virtual void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false)
|
||||
{
|
||||
if (IsRole(eRole.PC)) ObjSize = GetComponent<CapsuleCollider>().bounds.size;
|
||||
|
|
@ -391,6 +392,7 @@ public class Actor : MyCoroutine
|
|||
if (hpper <= m_Stat.Get_Stat(eStat.HeroBuffHP))
|
||||
def += m_Stat.Get_Stat(eStat.DEF) * m_Stat.Get_Stat(eStat.HeroBuff_DEF);
|
||||
if (dic_ccValue.ContainsKey(eCC.DEF_Mul)) def += def * dic_ccValue[eCC.DEF_Mul];
|
||||
if (dic_ccData[eCC.DEF_Mul].CCTime > 0f) def += def * dic_ccData[eCC.DEF_Mul].CCDmg;
|
||||
|
||||
Check_CCAddRate(eCC.DEF_Down, _dinfo.Beater);
|
||||
++dic_ccAddRate[eCC.DEF_Down][_dinfo.Beater];
|
||||
|
|
@ -410,6 +412,7 @@ public class Actor : MyCoroutine
|
|||
if (dic_ccAddRate[eCC.M_DEF_Down][_dinfo.Beater] > beaterStat.Get_Stat(eStat.M_DEF_Down_Limit))
|
||||
dic_ccAddRate[eCC.M_DEF_Down][_dinfo.Beater] = beaterStat.Get_Stat(eStat.M_DEF_Down_Limit);
|
||||
if (dic_ccValue.ContainsKey(eCC.MDEF_Mul)) def += def * dic_ccValue[eCC.MDEF_Mul];
|
||||
if (dic_ccData[eCC.MDEF_Mul].CCTime > 0f) def += def * dic_ccData[eCC.MDEF_Mul].CCDmg;
|
||||
|
||||
reduceDef = beaterStat.Get_Stat(eStat.M_DEF_Down) * dic_ccAddRate[eCC.M_DEF_Down][_dinfo.Beater]; // 마법저항력 감소 체크
|
||||
def -= reduceDef;
|
||||
|
|
@ -1216,6 +1219,7 @@ public class Actor : MyCoroutine
|
|||
case eSkillExtraType.Aggro:
|
||||
Buff_or_Debuff(eCC.ATK_Down, LifeTime, val2 + pd.CC_AddVal1);
|
||||
Buff_or_Debuff(eCC.DEF_Down, LifeTime, val3 + pd.CC_AddVal1);
|
||||
Set_Target(_dinfo.Beater);
|
||||
break;
|
||||
case eSkillExtraType.VampirHeal:
|
||||
_dinfo.Beater.Heal(val2);
|
||||
|
|
|
|||
|
|
@ -630,6 +630,13 @@ public class MobActor : Actor
|
|||
}
|
||||
}
|
||||
|
||||
public override void Set_Target(Actor target)
|
||||
{
|
||||
base.Set_Target(target);
|
||||
m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
|
||||
Change_MobStatus(eMobStatus.Attack);
|
||||
}
|
||||
|
||||
protected override void Check_Extra(eSkillExtraTiming timing)
|
||||
{
|
||||
base.Check_Extra(timing);
|
||||
|
|
|
|||
|
|
@ -164,7 +164,7 @@ public class ProjectileBase : MonoBehaviour
|
|||
Off(true);
|
||||
}
|
||||
}
|
||||
public void Off_FisrLoad() { bFirstLoad = false; }
|
||||
public virtual void Off_FisrLoad() { bFirstLoad = false; }
|
||||
|
||||
public virtual void Set(ProjectileData _data)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -4,12 +4,39 @@ using UnityEngine;
|
|||
|
||||
public class Skill_CrossSlash : ProjectileBase
|
||||
{
|
||||
public ProjectileHitChecker[] arr_ProjectileHitChecker; // 베기 이펙트 2종
|
||||
public List<float> list_gaptime = new List<float> { 0.25f, 0.4f, 0.35f, 0.425f, 0.45f, 0.45f };
|
||||
public List<float> list_gaptime = new List<float> { 0.2f, 0.2f, 0.2f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f };
|
||||
public int SlashCount = 13;
|
||||
List<Projectile_Strait> projectile_Straits = new List<Projectile_Strait>();
|
||||
|
||||
bool onAwake;
|
||||
|
||||
public override void Off_FisrLoad()
|
||||
{
|
||||
base.Off_FisrLoad();
|
||||
var child = transform.GetChild(0).gameObject;
|
||||
projectile_Straits.Add(child.GetComponent<Projectile_Strait>());
|
||||
for (int i = 1; i < SlashCount; i++)
|
||||
{
|
||||
var slash = DSUtil.Get_Clone<Projectile_Strait>(child, transform, null, child.transform.localScale);
|
||||
projectile_Straits.Add(slash);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Set(ProjectileData _data)
|
||||
{
|
||||
if (!onAwake)
|
||||
{
|
||||
onAwake = true;
|
||||
var ps = GetComponentsInChildren<ParticleSystem>(true);
|
||||
for (int i = 0; i < ps.Length; i++)
|
||||
{
|
||||
var main = ps[i].main;
|
||||
main.playOnAwake = true;
|
||||
}
|
||||
}
|
||||
|
||||
_data.eStartPos = eProjectileStartPos.ShooterCenter;
|
||||
_data.LifeTime = 0.75f;
|
||||
base.Set(_data);
|
||||
LookAt_ShooterFoward();
|
||||
StartCoroutine(Co_Update());
|
||||
|
|
@ -17,22 +44,38 @@ public class Skill_CrossSlash : ProjectileBase
|
|||
|
||||
IEnumerator Co_Update()
|
||||
{
|
||||
for (int i = 0; i < arr_ProjectileHitChecker.Length; i++)
|
||||
arr_ProjectileHitChecker[i].gameObject.SetActive(false);
|
||||
OptionInfo.Ins.Set_PCMove(m_ProjecTileData.shooter, false);
|
||||
|
||||
for (int i = 0; i < projectile_Straits.Count; i++)
|
||||
projectile_Straits[i].gameObject.SetActive(false);
|
||||
|
||||
m_ProjecTileData.shooter.AnimationPlay("paladin_skill2_start");
|
||||
for (int i = 0; i < 6; i++)
|
||||
|
||||
float baseAngle = 90f;
|
||||
for (int i = 0; i < projectile_Straits.Count; i++)
|
||||
{
|
||||
projectile_Straits[i].gameObject.SetActive(true);
|
||||
projectile_Straits[i].Set(m_ProjecTileData);
|
||||
|
||||
float angleOffset = 0f;
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
int offsetIndex = (i + 1) / 2;
|
||||
float step = offsetIndex * 15f;
|
||||
angleOffset = (i % 2 == 1) ? -step : step; // 홀수: 왼쪽, 짝수: 오른쪽
|
||||
}
|
||||
|
||||
float finalAngle = baseAngle + angleOffset;
|
||||
projectile_Straits[i].transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y, finalAngle);
|
||||
|
||||
yield return new WaitForSeconds(list_gaptime[i]);
|
||||
var index = i % 2;
|
||||
arr_ProjectileHitChecker[index].gameObject.SetActive(false);
|
||||
arr_ProjectileHitChecker[index].gameObject.SetActive(true);
|
||||
arr_ProjectileHitChecker[index].Get_Collider().enabled = true;
|
||||
yield return null;
|
||||
arr_ProjectileHitChecker[index].Get_Collider().enabled = false;
|
||||
}
|
||||
|
||||
m_ProjecTileData.shooter.Buff_or_Debuff(eCC.DEF_Mul, 2f, 0.5f);
|
||||
yield return new WaitForSeconds(2f);
|
||||
OptionInfo.Ins.Set_PCMove(m_ProjecTileData.shooter, true);
|
||||
m_ProjecTileData.shooter.Play_Idle();
|
||||
Off(true);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue