minotos 패시브
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File diff suppressed because it is too large
Load Diff
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@ -182,6 +182,9 @@ public class Actor : MyCoroutine
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protected virtual void OnDestroy()
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{
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Off_Common();
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var enemies = ActorInfo.Ins.Get_EnemyActors(m_Enemy, Get_position(), 100f);
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for (int i = 0; i < enemies.Count; i++)
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enemies[i].ForceDel(this);
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}
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virtual protected void Update() { }
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@ -951,6 +954,14 @@ public class Actor : MyCoroutine
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m_Target = null;
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isTarget = false;
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}
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public virtual void ForceDel(Actor target)
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{
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if (isTarget)
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{
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if (m_Target == target)
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Del_Target(true);
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}
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}
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public bool IsDead() { return DeadStatus || !gameObject.activeInHierarchy; }
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public bool IsOnlyDead() { return DeadStatus; }
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public bool IsMainPC() { return IsRole(eRole.PC) && !IsEnemy(); }
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@ -24,9 +24,13 @@ public class Boss_Minotos : BossMobActor
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{
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base.Set(isEnemy, owner, sdata, _id, _stop, _ui);
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DSUtil.InActivateGameObjects(gos_attackeffect);
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IndicatorInfo.Ins.Make_Indicator("Revive30_Indicator", null);
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CoolTime_Skill1 = 1f;
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CoolTime_Skill2 = 2f;
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//CoolTime_Skill1 = 1000f;
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//CoolTime_Skill2 = 2000f;
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}
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protected override void Init(bool initSkill1CoolTime, bool initSkill2CoolTime)
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@ -154,7 +154,7 @@ public class BossMobActor : MobActor
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if (dic_indicator.ContainsKey(index))
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dic_indicator[index].SetActive(false);
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else
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IndicatorInfo.Ins.Make_Indicator(prefab, go => { dic_indicator.Add(index, go); go.SetActive(false); });
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IndicatorInfo.Ins.Make_Indicator(prefab, go => { dic_indicator.Add(index, go); });
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}
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protected void Load_Projectile(string prefab, float skilldmg, Vector3 pos, float lifetime, ProjectileBase _pb, Action<ProjectileBase> act_pb)
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{
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@ -776,16 +776,22 @@ public class MobActor : Actor
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DeadStatus = true;
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Play_Die();
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yield return new WaitForSeconds(revivetime);
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var raisetime = 0.5f;
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var showindigatetime = 0.5f;
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yield return new WaitForSeconds(showindigatetime);
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IndicatorInfo.Ins.Show_Indicator("Revive30_Indicator", Get_position(), revivetime - showindigatetime + raisetime);
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NoDmgTime = nodmgtime;
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yield return new WaitForSeconds(revivetime - showindigatetime);
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// 무적 쉴드
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NoDmgTime = nodmgtime + raisetime;
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InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, nodmgtime,
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effect => { effect.Set_EffectwhenOff(skilltype.s_SkillEffectWhenOff); });
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yield return new WaitForSeconds(0.5f);
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yield return new WaitForSeconds(raisetime);
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Play_Idle();
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DeadStatus = false;
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ProjectileInfo.Ins.Shoot_Projectile("Projectile_Revive30", this, null, dmg, Get_Center_position(), 2f);
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ProjectileInfo.Ins.Shoot_Projectile("Projectile_Revive30", this, null, dmg, Get_position(), 2f);
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}
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void PerHPBuff(eCC skilltypecc, eCC buffcc1, eCC buffcc2, SkillListTableData temp, SkillTypeConfigTableData skilltype)
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@ -21,21 +21,32 @@ public class IndicatorInfo : MonoBehaviourSingletonTemplate<IndicatorInfo>
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{
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if (!dic_indicator[indicatorName][i].activeInHierarchy)
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{
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action(dic_indicator[indicatorName][i]);
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break;
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action?.Invoke(dic_indicator[indicatorName][i]);
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return;
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}
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}
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}
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else
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AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Obj/{indicatorName}.prefab", handle =>
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{
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var go = DSUtil.Get_Clone(handle.Result);
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go.transform.parent = transform;
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AddrResourceMgr.Ins.Set_AddressableReleaseSelf(go);
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action(go);
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go.SetActive(false);
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action?.Invoke(go);
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if (!dic_indicator.ContainsKey(indicatorName))
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dic_indicator.Add(indicatorName, new List<GameObject>());
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dic_indicator[indicatorName].Add(go);
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});
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}
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public void Show_Indicator(string indicatorName, Vector3 pos, float showtime)
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{
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Make_Indicator(indicatorName, go =>
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{
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go.transform.position = pos;
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go.SetActive(true);
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CoroutineMgr.Ins.Set_Coroutine(() => { go.SetActive(false); }, showtime);
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});
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}
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}
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