어둠의 습격

This commit is contained in:
Ino 2025-05-05 10:43:26 +09:00
parent aa3955476f
commit 7ec4be113f
5 changed files with 50 additions and 9 deletions

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@ -45,8 +45,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 350db223d439e754a842e0bf1c053492, type: 3}
m_Name:
m_EditorClassIdentifier:
ColliderLayer: Actor
m_Pierce: 0
str_HitEffect:
m_ShowTimeOverEffect: 1
colliderControl: {fileID: 2071073244817287194}
--- !u!1001 &51571932276076298
PrefabInstance:
@ -86,6 +88,21 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
type: 3}
propertyPath: m_LocalScale.x
value: 0.7
objectReference: {fileID: 0}
- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
type: 3}
propertyPath: m_LocalScale.y
value: 0.7
objectReference: {fileID: 0}
- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
type: 3}
propertyPath: m_LocalScale.z
value: 0.7
objectReference: {fileID: 0}
- target: {fileID: 3780458612420161336, guid: 3e705498d7011004ab9703ef44078644,
type: 3}
propertyPath: m_LocalPosition.x
@ -178,8 +195,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: c85446e2e4058a141922972c3cd2888c, type: 3}
m_Name:
m_EditorClassIdentifier:
ColliderLayer: Actor
m_Pierce: 0
str_HitEffect:
m_ShowTimeOverEffect: 1
m_Collider: {fileID: 0}
Loop: 10
DelayTime: 0.1

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@ -1,3 +1,4 @@
using System.Collections;
using UnityEngine;
public class Skill_DarkAmbush : ProjectileBase
@ -6,13 +7,24 @@ public class Skill_DarkAmbush : ProjectileBase
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.TargetCenter;
_data.eStartPos = eProjectileStartPos.Shooter;
base.Set(_data);
transform.eulerAngles = Vector3.zero;
colliderControl.Set(_data);
_data.shooter.Set_Invisible(1.5f, null);
StartCoroutine(Co_Off(2f));
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
colliderControl.gameObject.SetActive(false);
colliderControl.Set(m_ProjecTileData);
m_ProjecTileData.shooter.Set_Invisible(1.5f, null);
MyValue.m_RealCamera.Set_TopView(m_ProjecTileData.shooter);
yield return new WaitForSeconds(0.25f);
colliderControl.gameObject.SetActive(true);
yield return new WaitForSeconds(1.75f);
MyValue.m_RealCamera.Set_TopView(null);
Off(true);
}
protected override void Off(bool forceoff = false, bool showtimeovereffect = true)

View File

@ -37,7 +37,7 @@ public class RealCamera : MyCoroutine
float OriminDistance, OrimaxDistance, OriDistanceUp, OricameraHeight;
private float HorizontalAxis, VerticalAxis;
int CamStatus = 1; // 0 초기, 1 평소, 2 followtarget 쿼터뷰
int CamStatus = 1; // 0 초기, 1 평소, 2 followtarget 오른쪽뷰, 3 followtarget 탑뷰(고정)
float DragEndTime;
GameObject godummy, gowitch;
List<Transform> list_tfCamactionTarget = new List<Transform>();
@ -104,6 +104,11 @@ public class RealCamera : MyCoroutine
m_followTarget = target;
CamStatus = target ? 2 : 1;
}
public void Set_TopView(Actor target)
{
m_followTarget = target;
CamStatus = target ? 3 : 1;
}
public void Add_CamActionTarget(Transform _target) { list_tfCamactionTarget.Add(_target); }
public void Set_LockTarget(Transform locktarget)
{
@ -157,6 +162,7 @@ public class RealCamera : MyCoroutine
void LateUpdate()
{
Shaking();
if (DragEndTime > 0f) DragEndTime -= Time.deltaTime;
if (!isTarget) return;
//if (m_Target.Get_CurAnim() == eAnim.Attack) return;
@ -206,7 +212,7 @@ public class RealCamera : MyCoroutine
{
if (m_followTarget == null) return;
// 팔로우 타겟 기준 위치 설정 (앞에서 약간 위)
// 팔로우 타겟 기준 위치 설정
Vector3 followOffset = m_followTarget.transform.position + m_followTarget.transform.right * CamStatus2_x +
Vector3.up * CamStatus2_up;
@ -220,6 +226,11 @@ public class RealCamera : MyCoroutine
Quaternion targetRot = Quaternion.LookRotation(lookTarget - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 5f);
}
else if (CamStatus == 3)
{
transform.position = m_followTarget.Get_position() + Vector3.up * 10f;
transform.eulerAngles = new Vector3(90f, transform.eulerAngles.y);
}
}
public float CamStatus2_x = 4f;
public float CamStatus2_up = 1.4f;
@ -233,8 +244,6 @@ public class RealCamera : MyCoroutine
void Update_Cam()
{
Shaking();
Vector3 targetOffset = target.position;
Quaternion rotation = Quaternion.Euler(cameraHeight, rotateAround, cameraPan);
Vector3 vectorMask = Vector3.one;
@ -310,6 +319,7 @@ public class RealCamera : MyCoroutine
/// </summary>
public void ShakeCamera(int shaketype)
{
//if (CamStatus == 3) return;
if (curShakeType == shaketype && m_shakeTimer > 0f)
return;