무자비한 일격 변경, 펫 2종 평타
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@ -90,9 +90,8 @@ messageinfo 엄청 느린 버그
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몬스터 투사체 및 피격 이펙트 보완
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보스몬스터 좀 더 보완
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펫 투사체 및 피격 이펙트 보완
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상태 이상 스킬 이펙트 보완
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마검사 검기 이펙트 변경
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다른 게임 참조해서 인게임 다듬어 보자.
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스킬 등 인게임 부족한 부분 보완하자.
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스킬 등 인게임 부족한 부분 보완하자.
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@ -11,54 +11,82 @@ public class Skill_BrutalSlash : ProjectileBase
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[Header("마지막 투사체")]
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public string m_projectilelast = "Projectile_BrutalSlashLast";
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List<ProjectileData> list_PD = new List<ProjectileData>
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{
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new ProjectileData(),new ProjectileData(),new ProjectileData(),new ProjectileData(),
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};
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//List<ProjectileData> list_PD = new List<ProjectileData>
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//{
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// new ProjectileData(),new ProjectileData(),new ProjectileData(),new ProjectileData(),
|
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//};
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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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|
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// _data.LifeTime = projectileTime;
|
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// for (int i = 0; i < list_PD.Count; i++)
|
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// _data.Copy(list_PD[i]);
|
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|
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// StartCoroutine(Co_Update());
|
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//}
|
||||
|
||||
//IEnumerator Co_Update()
|
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//{
|
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// int i = 0;
|
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// yield return new WaitForSeconds(0.3f);
|
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// 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;
|
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// Off(true);
|
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// m_ProjecTileData.shooter.Stop(false);
|
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//}
|
||||
|
||||
//void Shoot_Projectile(int index, string proj)
|
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//{
|
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// ProjectileInfo.Ins.Shoot_Projectile(proj, list_PD[index], pb =>
|
||||
// {
|
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// Vector3 randomPosition = GetRandomPositionInSector();
|
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// pb.m_Pierce = true;
|
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// pb.transform.position = m_ProjecTileData.shooter.Get_CenterPositionFoward();
|
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// pb.transform.LookAt(
|
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// new Vector3(randomPosition.x, m_ProjecTileData.shooter.Get_Center_position().y, randomPosition.z));
|
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// });
|
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//}
|
||||
|
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//Vector3 GetRandomPositionInSector()
|
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//{
|
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// return (Random.insideUnitSphere * 10f) +
|
||||
// (m_ProjecTileData.shooter.Get_position() + m_ProjecTileData.shooter.transform.forward * 20f);
|
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//}
|
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public GameObject[] gos_effect;
|
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public Projectile_StopAndColliderControl m_sacc;
|
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|
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public override void Set(ProjectileData _data)
|
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{
|
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_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);
|
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}
|
||||
}
|
||||
|
|
@ -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));
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue