무자비한 일격 변경, 펫 2종 평타

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Ino 2025-05-15 03:16:08 +09:00
parent 4d183b8402
commit 7a73812693
20 changed files with 884 additions and 10031 deletions

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@ -90,9 +90,8 @@ messageinfo 엄청 느린 버그
몬스터 투사체 및 피격 이펙트 보완
보스몬스터 좀 더 보완
펫 투사체 및 피격 이펙트 보완
상태 이상 스킬 이펙트 보완
마검사 검기 이펙트 변경
다른 게임 참조해서 인게임 다듬어 보자.
스킬 등 인게임 부족한 부분 보완하자.
스킬 등 인게임 부족한 부분 보완하자.

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@ -11,54 +11,82 @@ public class Skill_BrutalSlash : ProjectileBase
[Header("마지막 투사체")]
public string m_projectilelast = "Projectile_BrutalSlashLast";
List<ProjectileData> list_PD = new List<ProjectileData>
{
new ProjectileData(),new ProjectileData(),new ProjectileData(),new ProjectileData(),
};
//List<ProjectileData> list_PD = new List<ProjectileData>
//{
// new ProjectileData(),new ProjectileData(),new ProjectileData(),new ProjectileData(),
//};
//public override void Set(ProjectileData _data)
//{
// base.Set(_data);
// _data.LifeTime = projectileTime;
// for (int i = 0; i < list_PD.Count; i++)
// _data.Copy(list_PD[i]);
// StartCoroutine(Co_Update());
//}
//IEnumerator Co_Update()
//{
// int i = 0;
// yield return new WaitForSeconds(0.3f);
// Shoot_Projectile(i++, m_projectile);
// yield return new WaitForSeconds(0.3f);
// Shoot_Projectile(i++, m_projectile);
// yield return new WaitForSeconds(0.4f);
// Shoot_Projectile(i++, m_projectile);
// yield return new WaitForSeconds(1.0f);
// Shoot_Projectile(i++, m_projectilelast);
// yield return null;
// Off(true);
// m_ProjecTileData.shooter.Stop(false);
//}
//void Shoot_Projectile(int index, string proj)
//{
// ProjectileInfo.Ins.Shoot_Projectile(proj, list_PD[index], pb =>
// {
// Vector3 randomPosition = GetRandomPositionInSector();
// pb.m_Pierce = true;
// pb.transform.position = m_ProjecTileData.shooter.Get_CenterPositionFoward();
// pb.transform.LookAt(
// new Vector3(randomPosition.x, m_ProjecTileData.shooter.Get_Center_position().y, randomPosition.z));
// });
//}
//Vector3 GetRandomPositionInSector()
//{
// return (Random.insideUnitSphere * 10f) +
// (m_ProjecTileData.shooter.Get_position() + m_ProjecTileData.shooter.transform.forward * 20f);
//}
public GameObject[] gos_effect;
public Projectile_StopAndColliderControl m_sacc;
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.Shooter;
base.Set(_data);
_data.LifeTime = projectileTime;
for (int i = 0; i < list_PD.Count; i++)
_data.Copy(list_PD[i]);
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
int i = 0;
yield return new WaitForSeconds(0.3f);
Shoot_Projectile(i++, m_projectile);
yield return new WaitForSeconds(0.3f);
Shoot_Projectile(i++, m_projectile);
yield return new WaitForSeconds(0.4f);
Shoot_Projectile(i++, m_projectile);
OptionInfo.Ins.Set_PCMove(m_ProjecTileData.shooter, false);
DSUtil.InActivateGameObjects(gos_effect);
yield return new WaitForSeconds(0.1f);
DSUtil.InActivateGameObjects(gos_effect, 0);
var shooterpos = m_ProjecTileData.shooter.Get_position();
gos_effect[0].transform.position = new Vector3(shooterpos.x, 0f, shooterpos.z);
m_ProjecTileData.shooter.m_animation.speed = 0f;
yield return new WaitForSeconds(1.0f);
Shoot_Projectile(i++, m_projectilelast);
yield return null;
m_ProjecTileData.shooter.m_animation.speed = 1f;
DSUtil.InActivateGameObjects(gos_effect, 1);
m_sacc.Set(m_ProjecTileData);
yield return new WaitForSeconds(1.5f);
OptionInfo.Ins.Set_PCMove(m_ProjecTileData.shooter, true);
Off(true);
m_ProjecTileData.shooter.Stop(false);
}
void Shoot_Projectile(int index, string proj)
{
ProjectileInfo.Ins.Shoot_Projectile(proj, list_PD[index], pb =>
{
Vector3 randomPosition = GetRandomPositionInSector();
pb.m_Pierce = true;
pb.transform.position = m_ProjecTileData.shooter.Get_CenterPositionFoward();
pb.transform.LookAt(
new Vector3(randomPosition.x, m_ProjecTileData.shooter.Get_Center_position().y, randomPosition.z));
});
}
Vector3 GetRandomPositionInSector()
{
return (Random.insideUnitSphere * 10f) +
(m_ProjecTileData.shooter.Get_position() + m_ProjecTileData.shooter.transform.forward * 20f);
}
}

View File

@ -1,15 +1,26 @@
using System.Collections;
using UnityEngine;
public class Skill_EnergySlash : ProjectileBase
{
[Header("지속 시간")]
public float lifeTime = 4f;
[Header("이동 속도")]
public float speed = 8f;
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.ShooterCenter;
_data.Speed = speed;
base.Set(_data);
_data.LifeTime = lifeTime;
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
InGameInfo.Ins.Show_Effect("Effect_Hit_Skill_EnergySlashFlash", transform.position);
yield return new WaitForSeconds(0.25f);
StartCoroutine(Co_Move_Strait(eProjectileStrait.Forward));
}
}