어둠의 습격
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@ -45,8 +45,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 350db223d439e754a842e0bf1c053492, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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ColliderLayer: Actor
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m_Pierce: 0
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str_HitEffect:
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m_ShowTimeOverEffect: 1
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colliderControl: {fileID: 2071073244817287194}
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--- !u!1001 &51571932276076298
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PrefabInstance:
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@ -86,6 +88,21 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
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type: 3}
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propertyPath: m_LocalScale.x
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value: 0.7
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objectReference: {fileID: 0}
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- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
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type: 3}
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propertyPath: m_LocalScale.y
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value: 0.7
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objectReference: {fileID: 0}
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- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
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type: 3}
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propertyPath: m_LocalScale.z
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value: 0.7
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objectReference: {fileID: 0}
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- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
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type: 3}
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propertyPath: m_LocalPosition.x
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@ -178,8 +195,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: c85446e2e4058a141922972c3cd2888c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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ColliderLayer: Actor
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m_Pierce: 0
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str_HitEffect:
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m_ShowTimeOverEffect: 1
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m_Collider: {fileID: 0}
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Loop: 10
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DelayTime: 0.1
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@ -1,3 +1,4 @@
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using System.Collections;
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using UnityEngine;
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public class Skill_DarkAmbush : ProjectileBase
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@ -6,13 +7,24 @@ public class Skill_DarkAmbush : ProjectileBase
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.TargetCenter;
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_data.eStartPos = eProjectileStartPos.Shooter;
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base.Set(_data);
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transform.eulerAngles = Vector3.zero;
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colliderControl.Set(_data);
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_data.shooter.Set_Invisible(1.5f, null);
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StartCoroutine(Co_Off(2f));
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StartCoroutine(Co_Update());
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}
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IEnumerator Co_Update()
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{
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colliderControl.gameObject.SetActive(false);
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colliderControl.Set(m_ProjecTileData);
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m_ProjecTileData.shooter.Set_Invisible(1.5f, null);
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MyValue.m_RealCamera.Set_TopView(m_ProjecTileData.shooter);
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yield return new WaitForSeconds(0.25f);
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colliderControl.gameObject.SetActive(true);
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yield return new WaitForSeconds(1.75f);
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MyValue.m_RealCamera.Set_TopView(null);
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Off(true);
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}
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protected override void Off(bool forceoff = false, bool showtimeovereffect = true)
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@ -37,7 +37,7 @@ public class RealCamera : MyCoroutine
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float OriminDistance, OrimaxDistance, OriDistanceUp, OricameraHeight;
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private float HorizontalAxis, VerticalAxis;
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int CamStatus = 1; // 0 초기, 1 평소, 2 followtarget 쿼터뷰
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int CamStatus = 1; // 0 초기, 1 평소, 2 followtarget 오른쪽뷰, 3 followtarget 탑뷰(고정)
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float DragEndTime;
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GameObject godummy, gowitch;
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List<Transform> list_tfCamactionTarget = new List<Transform>();
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@ -104,6 +104,11 @@ public class RealCamera : MyCoroutine
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m_followTarget = target;
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CamStatus = target ? 2 : 1;
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}
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public void Set_TopView(Actor target)
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{
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m_followTarget = target;
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CamStatus = target ? 3 : 1;
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}
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public void Add_CamActionTarget(Transform _target) { list_tfCamactionTarget.Add(_target); }
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public void Set_LockTarget(Transform locktarget)
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{
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@ -157,6 +162,7 @@ public class RealCamera : MyCoroutine
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void LateUpdate()
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{
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Shaking();
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if (DragEndTime > 0f) DragEndTime -= Time.deltaTime;
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if (!isTarget) return;
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//if (m_Target.Get_CurAnim() == eAnim.Attack) return;
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@ -206,7 +212,7 @@ public class RealCamera : MyCoroutine
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{
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if (m_followTarget == null) return;
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// 팔로우 타겟 기준 위치 설정 (앞에서 약간 위)
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// 팔로우 타겟 기준 위치 설정
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Vector3 followOffset = m_followTarget.transform.position + m_followTarget.transform.right * CamStatus2_x +
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Vector3.up * CamStatus2_up;
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@ -220,6 +226,11 @@ public class RealCamera : MyCoroutine
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Quaternion targetRot = Quaternion.LookRotation(lookTarget - transform.position);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 5f);
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}
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else if (CamStatus == 3)
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{
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transform.position = m_followTarget.Get_position() + Vector3.up * 10f;
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transform.eulerAngles = new Vector3(90f, transform.eulerAngles.y);
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}
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}
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public float CamStatus2_x = 4f;
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public float CamStatus2_up = 1.4f;
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@ -233,8 +244,6 @@ public class RealCamera : MyCoroutine
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void Update_Cam()
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{
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Shaking();
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Vector3 targetOffset = target.position;
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Quaternion rotation = Quaternion.Euler(cameraHeight, rotateAround, cameraPan);
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Vector3 vectorMask = Vector3.one;
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@ -310,6 +319,7 @@ public class RealCamera : MyCoroutine
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/// </summary>
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public void ShakeCamera(int shaketype)
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{
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//if (CamStatus == 3) return;
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if (curShakeType == shaketype && m_shakeTimer > 0f)
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return;
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