상태이상 이펙트 1
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@ -720,12 +720,14 @@ public class Actor : MyCoroutine
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}
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}
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if (!Check_MagicCoolTime(index) && !testskill) return false;
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if (!testskill && !Check_MagicCoolTime(index))
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return false;
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list_SkillData[index].m_SkillListTableData = m_Magic.m_SkillTableData;
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list_SkillData[index].target = m_Target;
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m_SkillData = list_SkillData[index];
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if (!testskill) m_Stat.Set_Stat(false, eStat.MP, skilldata.n_MP);
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else m_SkillData.SetSkillExtraType = true;
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Set_MagicCoolTime(skilldata.Get_CoolTime(m_Stat.Get_Stat(eStat.COOLTIME_Multiplier)), index);
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if (IsMainPC() && !testskill) ServerInfo.Ins.m_ServerData.Add_MissionCount(ePurpose.USE_SKILL_ALL);
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return Play_Skill(skilldata.s_Animation);
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@ -740,11 +742,6 @@ public class Actor : MyCoroutine
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//NewGameUI.Ins.m_GuideQuestUI.Add_GuideQuest(ePurpose.ShootMagic);
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Del_Magic();
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}
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public void Set_Magic(SkillListTableData skill, Actor target)
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{
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m_Magic = new UseMagicInfo { m_SkillTableData = skill };
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m_SkillData = new ProjectileData { shooter = this, target = target, m_SkillListTableData = skill };
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}
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public void Del_Magic()
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{
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if (!DSUtil.CheckNull(co_casting))
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@ -1223,6 +1220,7 @@ public class Actor : MyCoroutine
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Set_Target(_dinfo.Beater);
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break;
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case eSkillExtraType.VampirHeal:
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LifeTime = 2f; // 이펙트 시간
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_dinfo.Beater.Heal(val2);
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_dinfo.Beater.Heal_MP(val3);
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break;
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@ -9,11 +9,14 @@ public class Skill_Heal : ProjectileBase
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_data.eStartPos = eProjectileStartPos.Custom;
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var pos = _data.target.Get_position();
|
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_data.v3_StartPos = new Vector3(pos.x, 0f, pos.z);
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||||
_data.Copy(m_ProjecTileData);
|
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m_ProjecTileData.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Cure : eSkillExtraType.None;
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||||
base.Set(_data);
|
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transform.eulerAngles = Vector3.zero;
|
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|
||||
_data.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(eSkillExtraType.Cure);
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_data.Copy(m_ProjecTileData);
|
||||
_data.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Cure : eSkillExtraType.None;
|
||||
|
||||
base.Set(_data);
|
||||
|
||||
transform.eulerAngles = Vector3.zero;
|
||||
if (IsStep(1)) Set_ReduceCoolTime_byStep(1);
|
||||
var healinfo = Get_DamageInfo(false, false);
|
||||
healinfo.Damage += healinfo.Damage * (IsStep(2) ? Get_AwakenData(2, 1) : 0);
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ public class Skill_IceArrows : ProjectileBase
|
|||
_data.v3_StartPos = _data.target.Get_position();
|
||||
_data.eStartPos = eProjectileStartPos.Custom;
|
||||
_data.LookTarget = false;
|
||||
_data.SetSkillExtraType = false;
|
||||
//_data.SetSkillExtraType = false;
|
||||
|
||||
base.Set(_data);
|
||||
|
||||
|
|
|
|||
|
|
@ -259,7 +259,7 @@ public partial class InGameInfo : MyCoroutine
|
|||
var effect = temp.GetComponent<TurnOff_GO>();
|
||||
effect.Set(target, pd, lifeTime);
|
||||
effect.Set_EffectwhenOff(stcData.s_SkillEffectWhenOff);
|
||||
temp.transform.localScale = Vector3.one * stcData.n_EffectScale;
|
||||
temp.transform.localScale = stcData.v3_Scale;
|
||||
|
||||
var chekers = temp.GetComponentsInChildren<ProjectileHitChecker>(true);
|
||||
for (int i = 0; i < chekers.Length; i++)
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
using System.Collections.Generic;
|
||||
using CodeStage.AntiCheat.ObscuredTypes;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
public enum eEffectLocation { Top, Mid, Bottom }
|
||||
/// <summary>
|
||||
|
|
@ -39,8 +40,8 @@ public class SkillTypeConfigTableData : TableDataBase
|
|||
}
|
||||
|
||||
// 이펙트 크기 보정
|
||||
ObscuredInt _EffectScale;
|
||||
public int n_EffectScale
|
||||
ObscuredFloat _EffectScale;
|
||||
public float f_EffectScale
|
||||
{
|
||||
get { return _EffectScale; }
|
||||
set { _EffectScale = value; _EffectScale.RandomizeCryptoKey(); }
|
||||
|
|
@ -58,7 +59,7 @@ public class SkillTypeConfigTableData : TableDataBase
|
|||
set { _EffectInfoDesc = value; _EffectInfoDesc.RandomizeCryptoKey(); }
|
||||
}
|
||||
|
||||
|
||||
public Vector3 v3_Scale;
|
||||
public string Get_Desc() { return table_localtext.Ins.Get_Text(n_EffectInfoDesc); }
|
||||
}
|
||||
|
||||
|
|
@ -80,6 +81,7 @@ public class table_skilltypeconfig : table_missionbase
|
|||
for (int i = 0; i < Get_DataList().Count; i++)
|
||||
{
|
||||
var temp = Get_DataList()[i];
|
||||
temp.v3_Scale = Vector3.one * temp.f_EffectScale;
|
||||
dic_Data.Add(temp.e_SkillExtraType, temp);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -64,5 +64,13 @@ public partial class SROptions
|
|||
ServerInfo.Ins.m_ServerData.Add_SkillLv(lst[i].n_SkillID);
|
||||
}
|
||||
}
|
||||
public void Awaken_AllSkill()
|
||||
{
|
||||
var lst = table_skilllist.Ins.Get_DataList(eSkillType.Active);
|
||||
for (int i = 0; i < lst.Count; i++)
|
||||
{
|
||||
ServerInfo.Ins.m_ServerData.Add_SkillAwakenLv(lst[i].n_SkillID);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
@ -101,17 +101,6 @@ public class MainToStatTest : MonoBehaviourSingletonTemplate<MainToStatTest>
|
|||
var classdata = table_classconfig.Ins.Get_Data_orNull(m_ClassID);
|
||||
labels[3].text = $"{classdata.Get_JobName()}, {classdata.e_BattleType}, {actors[0].m_AttackType}";
|
||||
}
|
||||
public void Set_Skill()
|
||||
{
|
||||
var split = m_TMP_Dropdown_Skill.captionText.text.Split(',');
|
||||
m_SkillIndex = int.Parse(split[1]);
|
||||
OnClick_ReSkill();
|
||||
}
|
||||
public void OnClick_ReSkill()
|
||||
{
|
||||
actors[0].Set_Magic(list_skilldata[m_SkillIndex], actors[1]);
|
||||
actors[0].Play_Skill(list_skilldata[m_SkillIndex].s_Animation);
|
||||
}
|
||||
|
||||
public void Set_Dmglabel(string s)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue