텔레포트 딜레이 추가
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@ -65,9 +65,9 @@ ModelImporter:
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data: Effect_Teleport
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- time: 0.31938368
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- time: 0.24672593
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functionName: SkillEvent
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@ -155,6 +155,28 @@ AnimatorStateTransition:
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--- !u!91 &9100000
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@ -1873,6 +1895,9 @@ AnimatorStateMachine:
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@ -2154,6 +2179,33 @@ AnimatorStateTransition:
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--- !u!1102 &4804184176358769930
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@ -10,7 +10,6 @@ GameObject:
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m_Component:
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- component: {fileID: 142063209341995173}
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m_Name: Skill_DashSlash
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@ -48,27 +47,7 @@ MonoBehaviour:
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@ -164,8 +143,56 @@ PrefabInstance:
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--- !u!4 &1836927718114409633 stripped
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@ -831,6 +831,24 @@ public class Actor : MyCoroutine
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transform.position = targetPos; // 최종 위치 설정
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}
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public void Set_Invisible(float invisibleTime, Action actVisible) { StartCoroutine(Co_Invisible(invisibleTime, actVisible)); }
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IEnumerator Co_Invisible(float invisibleTime, Action actVisible)
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{
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m_animation.speed = 0f;
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m_bImmortal = true;
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for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = false;
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Weapon_OnOff(false);
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yield return new WaitForSeconds(invisibleTime);
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m_animation.speed = 1f;
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m_bImmortal = false;
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for (int i = 0; i < arr_Renderer.Length; i++) arr_Renderer[i].enabled = true;
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Weapon_OnOff(true);
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actVisible?.Invoke();
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}
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protected virtual void Weapon_OnOff(bool active) { }
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#endregion
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public int Get_ID() { return m_ID; }
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@ -844,6 +862,7 @@ public class Actor : MyCoroutine
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public Vector3 Get_Top_postion() { return tf_HUD_Dmg.position; }
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public Vector3 Get_CenterPositionFoward(float dist = 1f) { return Get_Center_position() + transform.forward * dist; }
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public Vector3 Get_PositionFoward(float dist = 1f) { return Get_position() + transform.forward * dist; }
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public Vector3 Get_PositionBack(float dist = 1f) { return Get_position() + -transform.forward * dist; }
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public Vector3 Get_TeleportPostion(float dist = 1f)
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{
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var startPos = Get_position(); // 현재 위치
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@ -1651,7 +1670,6 @@ public class Actor : MyCoroutine
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{
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case eEffect.Skill_JumpAttack: StartCoroutine(Co_JumpAttack(1f, 0.8f)); break;
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case eEffect.Skill_FatalBlow: StartCoroutine(Co_JumpAttack(0.8f, 0.6f)); break;
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case eEffect.Skill_DashSlash: Set_Warp(Get_TeleportPostion()); break;
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}
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if (!string.IsNullOrEmpty(m_Magic.m_SkillTableData.s_CastingEffect))
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@ -1872,12 +1890,19 @@ public class Actor : MyCoroutine
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if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 3, 0, 0f, s);
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#endif
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}
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public virtual void ShowEffect(string s)
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public virtual void ShowEffect(AnimationEvent s)
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{
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#if UNITY_EDITOR
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if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 3, 0, 0f, s);
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if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 3,
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s.intParameter, s.floatParameter, s.stringParameter);
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#endif
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InGameInfo.Ins.Show_Effect(s, Get_Center_position(), transform.eulerAngles);
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switch (s.intParameter)
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{
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case 0: InGameInfo.Ins.Show_Effect(s.stringParameter, Get_Center_position(), transform.eulerAngles); break;
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case 1: InGameInfo.Ins.Show_Effect(s.stringParameter, Get_position(), transform.eulerAngles); break;
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case 2: InGameInfo.Ins.Show_Effect(s.stringParameter, Get_Center_position()); break;
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case 3: InGameInfo.Ins.Show_Effect(s.stringParameter, Get_position()); break;
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}
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}
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public virtual void Init_CurAnim(bool resetpos)
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@ -435,4 +435,16 @@ public class PCActor : MyActor
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transform.localScale = Vector3.one * targetscale;
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actComplete?.Invoke();
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}
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protected override void Weapon_OnOff(bool active)
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{
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for (int i = 0; i < tfs_weapon.Length; i++)
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{
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if (tfs_weapon[i].childCount > 0)
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{
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for (int j = 0; j < tfs_weapon[i].childCount; j++)
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tfs_weapon[i].GetChild(j).gameObject.SetActive(active);
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}
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}
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}
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}
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@ -1,8 +1,19 @@
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using UnityEngine;
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public class Skill_DashSlash : ProjectileBase
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{
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public GameObject go_effect;
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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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StartCoroutine(Co_Off(0.1f));
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go_effect.SetActive(false);
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_data.shooter.Set_Invisible(0.5f, () =>
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{
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go_effect.SetActive(true);
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_data.shooter.Set_Warp(_data.target.Get_PositionFoward());
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transform.position = _data.shooter.Get_Center_position();
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StartCoroutine(Co_Off(0.1f));
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});
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}
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}
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@ -1,4 +1,3 @@
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using System.Collections;
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using UnityEngine;
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public class Skill_DeathBlade : ProjectileBase
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@ -14,14 +13,16 @@ public class Skill_DeathBlade : ProjectileBase
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_data.LifeTime = lifetime;
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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base.Set(_data);
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_data.Action_OnHit = hitter => { };
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StartCoroutine(Co_Move_Strait(eProjectileStrait.Forward));
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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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yield return new WaitForSeconds(0.2f);
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Off(true);
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_data.Action_OnHit = hitter =>
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{ // 단검을 맞췄을 경우
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_data.shooter.Set_Invisible(0.5f, () =>
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{
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_data.shooter.Set_Warp(_data.target.Get_PositionBack());
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});
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};
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StartCoroutine(Co_Off(lifetime));
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}
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}
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