회심의 일격 롤백된 거 다시 수정
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@ -1960,6 +1960,9 @@ AnimatorStateMachine:
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- serializedVersion: 1
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m_State: {fileID: -5940922149749640003}
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m_Position: {x: -240, y: -80, z: 0}
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- serializedVersion: 1
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m_State: {fileID: 6597468962160707002}
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m_Position: {x: -240, y: 0, z: 0}
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m_ChildStateMachines: []
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m_AnyStateTransitions: []
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m_EntryTransitions: []
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@ -2404,6 +2407,28 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1101 &5866674570634830529
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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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_Name:
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m_Conditions: []
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -5708076101590037915}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.8125
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1101 &6082278240856233531
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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@ -2448,6 +2473,34 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1102 &6597468962160707002
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AnimatorState:
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serializedVersion: 6
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m_ObjectHideFlags: 1
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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_Name: fatalblow
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions:
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- {fileID: 5866674570634830529}
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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m_WriteDefaultValues: 1
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m_Mirror: 0
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m_SpeedParameterActive: 0
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: 7998989578573806355, guid: c833ccb2282f30c46be407a237f77648,
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type: 3}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1102 &8500637094174956195
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AnimatorState:
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serializedVersion: 6
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@ -792,7 +792,7 @@ public class Actor : MyCoroutine
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m_Stat.Set_Stat(true, eStat.MP, _mp);
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#if UNITY_EDITOR
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest")
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if (SceneManager.GetActiveScene().name == "StatTest")
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{
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MainToStatTest.Ins.Set_Dmglabel($"MP : {_mp}");
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return;
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@ -804,14 +804,12 @@ public class Actor : MyCoroutine
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}
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#region 스킬 동작
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IEnumerator Co_JumpAttack()
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IEnumerator Co_JumpAttack(float heightPos_y, float duration)
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{
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var startPos = Get_position(); // 현재 위치
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Vector3 direction = (m_Target.Get_position() - Get_position()).normalized; // 목표와 현재 위치의 방향 벡터를 구함
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var targetPos = m_Target.Get_position() - direction * 1f; // 목표 위치에서 -1f 앞 지점 계산
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var heightPos_y = 1f;
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var duration = 0.8f; // 전체 점프 시간
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var elapsed = 0f;
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while (elapsed < duration)
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@ -1645,8 +1643,11 @@ public class Actor : MyCoroutine
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if (m_NavMeshAgent.isOnNavMesh) m_NavMeshAgent.ResetPath();
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}
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if (m_Magic.m_SkillTableData.e_Skill == eEffect.Skill_JumpAttack)
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StartCoroutine(Co_JumpAttack());
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switch (m_Magic.m_SkillTableData.e_Skill)
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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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}
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if (!string.IsNullOrEmpty(m_Magic.m_SkillTableData.s_CastingEffect))
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InGameInfo.Ins.Show_Effect(m_Magic.m_SkillTableData.s_CastingEffect, Get_position());
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@ -199,7 +199,7 @@ public enum eEffect
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Skill_Shield, Skill_Bead, Skill_ExplosionArea, Skill_SpiritBless, Skill_SwordShield, Skill_StraightBurst, Skill_Resurrection,
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Skill_IceBolt, Skill_Fireball, Skill_FireBolt, Skill_EnergyBall, Skill_Blizzard, Skill_Flower, Skill_Golem, Skill_EarthWorm,
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Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow, Skill_OneHandCombo1,
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Skill_FatalBlow,
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Skill_Poison,
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