어둠의 습격 및 환영난무

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Ino 2025-05-05 15:29:10 +09:00
parent d550b0df47
commit 8d56ad8082
19 changed files with 122728 additions and 59069 deletions

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@ -2116,6 +2116,11 @@ public class Actor : MyCoroutine
}
public Actor Get_MyPet() { return m_MyPet; }
public void Set_MyPet(Actor actor) { m_MyPet = actor; }
public void Set_AfterImage(bool active)
{
if (!DSUtil.CheckNull(m_AfterImage))
m_AfterImage.enabled = active;
}
#region
public virtual void Event_Idle(int a)

View File

@ -1,5 +1,6 @@
using CodeStage.AntiCheat.ObscuredTypes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Skill_PhantomFrenzy : ProjectileBase
@ -12,52 +13,84 @@ public class Skill_PhantomFrenzy : ProjectileBase
public float AttackDistance = 10f;
[Header("이동속도")]
public float m_speed = 3.5f;
public GameObject go_attack;
public Skill_PhantomFrenzy_Blade[] arr_blades;
public Projectile_StopAndColliderControl[] blades;
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.Target;
base.Set(_data);
StartCoroutine(Co_Update());
transform.eulerAngles = Vector3.zero;
for (int i = 0; i < blades.Length; i++)
blades[i].Set(_data);
for (int i = 0; i < arr_blades.Length; i++)
arr_blades[i].Set();
StartCoroutine(Co_Off(2f));
//StartCoroutine(Co_Update());
}
// 아래는 순간이동 후 공격인데, 이펙트와 애님이 마땅한 게 없음(트레일)
IEnumerator Co_Update()
{
var shooter = m_ProjecTileData.shooter;
OptionInfo.Ins.Set_PCMove(shooter, false);
ObscuredInt attackTimes = AttackCount; // 공격 횟수 설정
attackTimes.RandomizeCryptoKey();
Actor target = m_ProjecTileData.target;
//// 아래는 순간이동 후 공격인데, 이펙트와 애님이 마땅한 게 없음(트레일)
//IEnumerator Co_Update()
//{
// go_attack.SetActive(false);
// var shooter = m_ProjecTileData.shooter;
// OptionInfo.Ins.Set_PCMove(shooter, false);
// shooter.Set_CurAnim(eAnim.Skill);
// ObscuredInt attackTimes = AttackCount; // 공격 횟수 설정
// attackTimes.RandomizeCryptoKey();
// Actor target = m_ProjecTileData.target;
// shooter.Set_AfterImage(true);
float t = 0f;
shooter.AnimationPlay(MyValue.Get_AnimName(eAnim.Idle));
shooter.AnimationPlay(attackAnimationName);
while (attackTimes > 0)
{
t += Time.deltaTime * m_speed;
shooter.Set_Warp(Vector3.Lerp(shooter.Get_position(), target.Get_PositionBack(), t));
// float t = 0f;
// bool[] playanim = new bool[AttackCount];
// bool[] attackeffect = new bool[AttackCount];
// while (attackTimes > 0)
// {
// t += Time.deltaTime * m_speed;
// shooter.Set_Warp(Vector3.Lerp(shooter.Get_position(), target.Get_position(), t));
// shooter.transform.LookAt(target.Get_position());
if (t >= 1f)
{
shooter.AnimationPlay(MyValue.Get_AnimName(eAnim.Idle));
shooter.AnimationPlay(attackAnimationName);
t = 0f;
InGameInfo.Ins.Show_Effect("Effect_Skill_PhantomFrenzy", target.Get_PositionBack());
// var animindex = AttackCount - attackTimes;
// if (!playanim[animindex])
// {
// playanim[animindex] = true;
// shooter.AnimationPlay(attackAnimationName);
// }
// 남은 공격 횟수 감소
--attackTimes;
attackTimes.RandomizeCryptoKey();
target = ActorInfo.Ins.Get_Far_EnemyActor_orNull(shooter.IsEnemy(), shooter.Get_position(), AttackDistance);
if (DSUtil.CheckNull(target)) break;
}
// if (!attackeffect[animindex] && t >= 0.5f)
// {
// attackeffect[animindex] = true;
// InGameInfo.Ins.Show_Effect("Effect_Skill_PhantomFrenzy", shooter.Get_position());
// transform.position = target.Get_position(); // 공격 컬라이더를 타겟 위치로
// go_attack.SetActive(true);
// }
yield return null;
}
// if (t >= 0.9f)
// {
// t = 0f;
// 이동 활성화 및 대기 상태로 전환
OptionInfo.Ins.Set_PCMove(shooter, true);
shooter.Play_Idle();
Off(true);
}
// // 남은 공격 횟수 감소
// --attackTimes;
// attackTimes.RandomizeCryptoKey();
// var nexttarget = ActorInfo.Ins.Get_Far_EnemyActor_orNull(shooter.IsEnemy(), shooter.Get_position(), AttackDistance);
// if (!DSUtil.CheckNull(nexttarget))
// target = nexttarget;
// if (DSUtil.CheckNull(target)) break;
// go_attack.SetActive(false);
// }
// yield return null;
// }
// // 이동 활성화 및 대기 상태로 전환
// OptionInfo.Ins.Set_PCMove(shooter, true);
// shooter.Play_Idle();
// shooter.Set_Target(true);
// shooter.Set_AfterImage(false);
// Off(true);
//}
//// 아래는 단순 이동이라 빠른 느낌 내기가 힘듬
//IEnumerator Co_Update()

View File

@ -0,0 +1,28 @@
using UnityEngine;
public class Skill_PhantomFrenzy_Blade : MonoBehaviour
{
public float offset = 0.2f;
public Vector3 originPos;
public void Set()
{
gameObject.SetActive(true);
transform.localPosition = originPos;
}
void Update()
{
var pos = transform.localPosition;
transform.localPosition = DSUtil.RandomVector_Exception_y(
pos.x - offset, pos.x + offset,
originPos.y,
pos.z - offset, pos.z + offset);
}
private void OnDisable()
{
InGameInfo.Ins.Show_Effect("Effect_Skill_PhantomFrenzy", transform.position);
gameObject.SetActive(false);
}
}

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@ -63,7 +63,7 @@ public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
ma.Set(true, null, null, m_TM_MonsterSet.Get_SpawnID(), false);
ma.Set(mobData,
DSUtil.RandomVector_Exception_y(MobPos.x - 1f, MobPos.x + 1f, 0f, MobPos.z - 1f, MobPos.z + 1f),
DSUtil.RandomVector_Exception_y(MobPos.x - 3f, MobPos.x + 3f, 0f, MobPos.z - 3f, MobPos.z + 3f),
null, 0);
ma.MagicID = 0;

View File

@ -3,7 +3,6 @@ using UnityEngine;
public class RealCamera : MyCoroutine
{
[Header("Camera Properties")]
private float DistanceAway; //how far the camera is from the player.