어둠의 습격 및 환영난무
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|
||||
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!114 &4779654745888522057
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9079912581005930002}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a38a032bc645dd748bf40d9200bf783a, type: 3}
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||||
m_Name:
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||||
m_EditorClassIdentifier:
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Off_OnlyThisObj_byHit: 0
|
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NoDMG: 0
|
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--- !u!65 &5818131306716538670
|
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BoxCollider:
|
||||
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9079912581005930002}
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m_Material: {fileID: 0}
|
||||
m_IncludeLayers:
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||||
serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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||||
serializedVersion: 2
|
||||
m_Bits: 0
|
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m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 1
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 3
|
||||
m_Size: {x: 1.5, y: 1.5, z: 1.5}
|
||||
m_Center: {x: 0, y: 0, z: 0}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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guid: 92facb4f58572b94da2b9669aaa05e23
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PrefabImporter:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
|
|
@ -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 애니메이션 이벤트
|
||||
public virtual void Event_Idle(int a)
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
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guid: 6c93e6f653435f34aa07e64bb34e4525
|
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MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
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assetBundleName:
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assetBundleVariant:
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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;
|
||||
|
||||
|
|
|
|||
|
|
@ -3,7 +3,6 @@ using UnityEngine;
|
|||
|
||||
public class RealCamera : MyCoroutine
|
||||
{
|
||||
|
||||
[Header("Camera Properties")]
|
||||
private float DistanceAway; //how far the camera is from the player.
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue