수상한 미궁 몹 생성

This commit is contained in:
Ino 2025-01-27 07:48:47 +09:00
parent a9d3cf0852
commit 7c8fe2cc17
7 changed files with 33 additions and 475 deletions

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@ -54,4 +54,6 @@ messageinfo 엄청 느린 버그
- 맵 벽과 플레이 사이 더 멀게 만들자
- 결과 화면 (보상 지급)
- 랭킹 (플레이팹 v2 연결)
- 몬스터 생성 (한 층당 몇 마리? 6스테이지마다 보스는 한 마리만?)
- 포탈 타면 레벨 하나 증가시키고 다음 맵 시작
- 몬스터 다 잡으면 시간 멈추고 포탈 나오게
- 몬스터 스탯 설정 : (lv - 1) * 0.5

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@ -1725,6 +1725,8 @@ public class Actor : MyCoroutine
public virtual void Set_JoystickStatus(int status) { }
public void Set_Warp(Vector3 _pos)
{
if (IsDead()) return;
if (m_BoxCollider) m_BoxCollider.enabled = true;
m_NavMeshAgent.enabled = true; // 사망 시 off 됨. 다시 세팅될 때 켜줌
m_NavMeshAgent.Warp(_pos);

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@ -341,8 +341,6 @@ public class MobActor : Actor
if (SceneManager.GetActiveScene().name == "StatTest")
return;
#endif
m_BoxCollider.enabled = false;
var sdata = ServerInfo.Ins.m_ServerData;
m_actDie?.Invoke(m_MonsterTableData.n_MonsterID);
sdata.Add_CollectionMobKill(m_MonsterTableData.n_MonsterID);

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@ -57,6 +57,9 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
public void Start_Dungeon()
{
m_DieCount = 0;
m_DieCount.RandomizeCryptoKey();
m_Dungeon = MyValue.MyChoiceMapData.Get_MapData().e_Dungeon;
switch (m_Dungeon)
{
@ -70,8 +73,6 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
}
IEnumerator Co_Update_Mimic()
{
m_DieCount = 0;
m_DieCount.RandomizeCryptoKey();
yield return new WaitForSeconds(1f);
StartCoroutine(Co_Update_Time());
@ -100,8 +101,19 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
var dgData = MyValue.MyChoiceMapData.Get_DungeonMapData_orNull();
for (int i = 0; i < dgData.n_MobCount; i++)
{
//var mobid = table_monsterlist.Ins.Get_Data_orNull
var mobData = table_monsterlist.Ins.Get_RandomData(eSubRol.None);
AddrResourceMgr.Ins.LoadObject<GameObject>(mobData.s_MonsterPrefab, handle =>
{
var mob = DSUtil.Get_Clone<MobActor>(handle.Result);
ActorInfo.Ins.Add_Actor(mob, eRole.Mob, dgData.n_SpawnID, mobData.s_MonsterPrefab);
mob.Set(true, null, null, dgData.n_SpawnID, false);
var rdnpos = DSUtil.Get_RandomPos_onNavMesh(MyValue.MyPC.Get_position(), 10f, 20f);
mob.Set(mobData, rdnpos, Set_MobDie, 0);
mob.m_SubRole = eSubRol.Mimic;
});
}
yield return null;
yield return new WaitForSeconds(1f);
StartCoroutine(Co_Update_Time());
}
}