여러 가지 상태 이펙트

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Ino 2025-05-14 14:01:30 +09:00
parent 7568eb41c2
commit 7d0806cabf
12 changed files with 109 additions and 140 deletions

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@ -1 +1 @@
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value: FX_Spurting blood
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@ -30,7 +30,7 @@ Transform:
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@ -100,7 +100,6 @@ public class MobActor : Actor
return;
}
#endif
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", pos);
//GameUI.Ins.IngameUI.m_ChapterQuest.Add_PurposeCount(new ChapterQuestAddData { purpose = ePurpose.MeetMob, mobid = m_MonsterTableData.n_MonsterID });
}
public void Set(int iteration, bool isFirstAttack, float chaseRange)
@ -654,7 +653,7 @@ public class MobActor : Actor
switch (skilltype.e_SkillExtraType)
{
case eSkillExtraType.Barrier: // 배리어 On
if (dic_skill[temp] > 0)
if (dic_skill[temp] > 0 && !IsDead())
{
var conditionHP = Get_MaxHP() * temp.f_ExtraValue1;
if (conditionHP >= Get_HP())
@ -671,19 +670,24 @@ public class MobActor : Actor
}
break;
case eSkillExtraType.PerHPBuff_SPD:
PerHPBuff(eCC.PerHPBuff_SPD, eCC.ATKSPD_Up, eCC.MOVSPD_Up, temp, skilltype);
if (!IsDead())
PerHPBuff(eCC.PerHPBuff_SPD, eCC.ATKSPD_Up, eCC.MOVSPD_Up, temp, skilltype);
break;
case eSkillExtraType.PerHPBuff_ADEF:
PerHPBuff(eCC.PerHPBuff_ADEF, eCC.ATK_Mul, eCC.DEF_Mul, temp, skilltype);
if (!IsDead())
PerHPBuff(eCC.PerHPBuff_ADEF, eCC.ATK_Mul, eCC.DEF_Mul, temp, skilltype);
break;
case eSkillExtraType.PerHPBuff_AMDEF:
PerHPBuff(eCC.PerHPBuff_AMDEF, eCC.ATK_Mul, eCC.MDEF_Mul, temp, skilltype);
if (!IsDead())
PerHPBuff(eCC.PerHPBuff_AMDEF, eCC.ATK_Mul, eCC.MDEF_Mul, temp, skilltype);
break;
case eSkillExtraType.PerHPBuff_AASPD:
PerHPBuff(eCC.PerHPBuff_AASPD, eCC.ATK_Mul, eCC.ATKSPD_Up, temp, skilltype);
if (!IsDead())
PerHPBuff(eCC.PerHPBuff_AASPD, eCC.ATK_Mul, eCC.ATKSPD_Up, temp, skilltype);
break;
case eSkillExtraType.PerHPBuff_AMSPD:
PerHPBuff(eCC.PerHPBuff_AMSPD, eCC.ATK_Mul, eCC.MOVSPD_Up, temp, skilltype);
if (!IsDead())
PerHPBuff(eCC.PerHPBuff_AMSPD, eCC.ATK_Mul, eCC.MOVSPD_Up, temp, skilltype);
break;
case eSkillExtraType.Revive30:
if (!IsDead())
@ -711,11 +715,13 @@ public class MobActor : Actor
}
}
ProjectileData pd_Barrier = new ProjectileData { e_SkillExtraType = eSkillExtraType.Barrier };
protected void Show_Barrier(SkillListTableData skilldata, SkillTypeConfigTableData skilltype, float lifeTime)
{
pd_Barrier.m_skillTypeConfigTable = skilltype;
dic_skill[skilldata] = 0;
dic_skillextra[skilltype.e_SkillExtraType] = true;
InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, lifeTime,
InGameInfo.Ins.Show_SkillTypeEffect(pd_Barrier, this, lifeTime,
effect =>
{
effect.Set_EffectwhenOff(skilltype.s_SkillEffectWhenOff);

View File

@ -4,19 +4,19 @@ using UnityEngine.Rendering;
public class GlobalVolumeMgr : MonoBehaviourSingletonTemplate<GlobalVolumeMgr>
{
public VolumeProfile[] volumes; // 0 기본, 1 블라이든
public Volume m_Volume;
public void Set(int index, float lifetime = 0f)
{
m_Volume.profile = volumes[index];
if (lifetime > 0f)
StartCoroutine(Co_Off(lifetime));
}
IEnumerator Co_Off(float lifetime)
{
m_Volume.enabled = true;
yield return new WaitForSeconds(lifetime);
m_Volume.enabled = false;
Set(0);
}
}

View File

@ -65,6 +65,7 @@ public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
ma.Set(mobData,
DSUtil.RandomVector_Exception_y(MobPos.x - 3f, MobPos.x + 3f, 0f, MobPos.z - 3f, MobPos.z + 3f),
null, 0);
ma.On_Regen();
ma.MagicID = 0;
list_MobActor.Add(ma);