firetree, fofo, 일부 스크립트 최적화
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|
@ -5,6 +5,7 @@ using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
using static UnityEngine.GraphicsBuffer;
|
||||||
|
|
||||||
public class Actor : MyCoroutine
|
public class Actor : MyCoroutine
|
||||||
{
|
{
|
||||||
|
|
@ -31,11 +32,22 @@ public class Actor : MyCoroutine
|
||||||
protected Transform tf_HUD_HP, tf_HUD_Dmg;
|
protected Transform tf_HUD_HP, tf_HUD_Dmg;
|
||||||
protected Vector3 ObjSize;
|
protected Vector3 ObjSize;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
protected Actor m_Target, m_MyPet;
|
Actor _target;
|
||||||
|
protected Actor m_Target
|
||||||
|
{
|
||||||
|
get { return _target; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
_target = value;
|
||||||
|
isTarget = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public bool isTarget = false;
|
||||||
|
protected Actor m_MyPet;
|
||||||
protected Dictionary<int, UseMagicInfo> dic_MagicData = new Dictionary<int, UseMagicInfo>();
|
protected Dictionary<int, UseMagicInfo> dic_MagicData = new Dictionary<int, UseMagicInfo>();
|
||||||
protected UseMagicInfo m_Magic;
|
protected UseMagicInfo m_Magic;
|
||||||
protected float m_NavSpeed, m_NavStopDistance, m_HitTime, FindOtherTargetTime = 7.5f, GoToTargetTime = 10f, OriginalAnimSpeed, m_fAttackMoveTime, m_DamageRate = 1f;
|
protected float m_NavSpeed, m_NavStopDistance, m_HitTime, FindOtherTargetTime = 7.5f, GoToTargetTime = 10f, OriginalAnimSpeed, m_fAttackMoveTime, m_DamageRate = 1f;
|
||||||
protected bool m_Enemy, IsPlaySkill, IsChargeAttack, m_Auto, DeadStatus, hasAppliedDamage;
|
protected bool m_Enemy, IsPlaySkill, m_Auto, DeadStatus, hasAppliedDamage;
|
||||||
protected bool _isstop;
|
protected bool _isstop;
|
||||||
protected bool IsStop
|
protected bool IsStop
|
||||||
{
|
{
|
||||||
|
|
@ -143,26 +155,8 @@ public class Actor : MyCoroutine
|
||||||
if (m_HUDUI) m_HUDUI.Off();
|
if (m_HUDUI) m_HUDUI.Off();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
virtual protected void Update()
|
||||||
{
|
{
|
||||||
if (IsChargeAttack)
|
|
||||||
{
|
|
||||||
if (IsStop || IsDead() || IsCC()) return;
|
|
||||||
|
|
||||||
if (DSUtil.CheckNull(m_Target) || m_Target.IsDead())
|
|
||||||
Set_Target();
|
|
||||||
if (DSUtil.CheckNull(m_Target))
|
|
||||||
{
|
|
||||||
Play_Idle();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance)
|
|
||||||
Play_Run();
|
|
||||||
else if (CurAnim != eAnim.Attack)
|
|
||||||
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
|
|
||||||
}
|
|
||||||
|
|
||||||
Update_ETC();
|
Update_ETC();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -590,8 +584,8 @@ public class Actor : MyCoroutine
|
||||||
|
|
||||||
if (skilldata.e_SkillTarget == eSkillTarget.Enemy)
|
if (skilldata.e_SkillTarget == eSkillTarget.Enemy)
|
||||||
{
|
{
|
||||||
if (DSUtil.CheckNull(m_Target)) Set_Target(true);
|
if (!isTarget) Set_Target(true);
|
||||||
if (DSUtil.CheckNull(m_Target))
|
if (!isTarget)
|
||||||
{
|
{
|
||||||
if (IsRole(eRole.PC)) ToastUI.Ins.Set(105);
|
if (IsRole(eRole.PC)) ToastUI.Ins.Set(105);
|
||||||
Del_Magic();
|
Del_Magic();
|
||||||
|
|
@ -775,7 +769,7 @@ public class Actor : MyCoroutine
|
||||||
public Actor Get_Target() { return m_Target; }
|
public Actor Get_Target() { return m_Target; }
|
||||||
public virtual void Del_Target(bool forcedel = false)
|
public virtual void Del_Target(bool forcedel = false)
|
||||||
{
|
{
|
||||||
if (m_Target)
|
if (isTarget)
|
||||||
{
|
{
|
||||||
if (!forcedel && m_Target.m_IsLockTarget && !m_Target.IsDead()) return;
|
if (!forcedel && m_Target.m_IsLockTarget && !m_Target.IsDead()) return;
|
||||||
if (IsRole(eRole.PC) && !IsEnemy()) m_Target.Set_Outline(false);
|
if (IsRole(eRole.PC) && !IsEnemy()) m_Target.Set_Outline(false);
|
||||||
|
|
@ -802,13 +796,13 @@ public class Actor : MyCoroutine
|
||||||
{
|
{
|
||||||
if (_ispc)
|
if (_ispc)
|
||||||
{
|
{
|
||||||
if (!DSUtil.CheckNull(MyValue.MyPC.m_Target))
|
if (MyValue.MyPC.isTarget)
|
||||||
MyValue.MyPC.m_Target.Set_Outline(false);
|
MyValue.MyPC.m_Target.Set_Outline(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_ChangeTargetByHit)
|
if (_ChangeTargetByHit)
|
||||||
{
|
{
|
||||||
if (DSUtil.CheckNull(m_Target) || m_Target.IsDead())
|
if (!isTarget || m_Target.IsDead())
|
||||||
{
|
{
|
||||||
m_Target = target;
|
m_Target = target;
|
||||||
FindOtherTargetTime = 7.5f;
|
FindOtherTargetTime = 7.5f;
|
||||||
|
|
@ -1590,7 +1584,7 @@ public class Actor : MyCoroutine
|
||||||
m_animation.speed -= m_animation.speed * (float)dic_ccData[eCC.ATKSPD_Down].CCDmg;
|
m_animation.speed -= m_animation.speed * (float)dic_ccData[eCC.ATKSPD_Down].CCDmg;
|
||||||
AnimationPlay(aniname);
|
AnimationPlay(aniname);
|
||||||
|
|
||||||
if (m_Target != null) transform.LookAt(m_Target.transform);
|
if (isTarget) transform.LookAt(m_Target.transform);
|
||||||
if (gos_Effect != null && gos_Effect.Length > _attack)
|
if (gos_Effect != null && gos_Effect.Length > _attack)
|
||||||
{
|
{
|
||||||
gos_Effect[_attack].SetActive(false);
|
gos_Effect[_attack].SetActive(false);
|
||||||
|
|
@ -1604,7 +1598,7 @@ public class Actor : MyCoroutine
|
||||||
CurAnim = eAnim.Skill;
|
CurAnim = eAnim.Skill;
|
||||||
AnimationPlay(motion);
|
AnimationPlay(motion);
|
||||||
|
|
||||||
if (!DSUtil.CheckNull(m_Target)) transform.LookAt(m_Target.transform);
|
if (isTarget) transform.LookAt(m_Target.transform);
|
||||||
|
|
||||||
StopMove_Imm(false);
|
StopMove_Imm(false);
|
||||||
|
|
||||||
|
|
@ -1682,26 +1676,26 @@ public class Actor : MyCoroutine
|
||||||
#endregion
|
#endregion
|
||||||
#region 히트 이펙트
|
#region 히트 이펙트
|
||||||
public virtual void HitEffect_Color()
|
public virtual void HitEffect_Color()
|
||||||
{
|
{ // 2025. 02. 09. 정인호 : GC Alloc을 2.3KB 발생으로 인해 사용 금지
|
||||||
if (!ProjectileInfo.Ins || IsInvoking(nameof(Off_HitEffect_Color))) return;
|
//if (!ProjectileInfo.Ins || IsInvoking(nameof(Off_HitEffect_Color))) return;
|
||||||
|
|
||||||
for (int j = 0; j < arr_Renderer.Length; j++)
|
//for (int j = 0; j < arr_Renderer.Length; j++)
|
||||||
{
|
//{
|
||||||
var materials = arr_Renderer[j].sharedMaterials.ToList();
|
// var materials = arr_Renderer[j].sharedMaterials.ToList();
|
||||||
materials.Add(ProjectileInfo.Ins.arr_materials[1]);
|
// materials.Add(ProjectileInfo.Ins.arr_materials[1]);
|
||||||
arr_Renderer[j].materials = materials.ToArray();
|
// arr_Renderer[j].materials = materials.ToArray();
|
||||||
}
|
//}
|
||||||
|
|
||||||
Invoke(nameof(Off_HitEffect_Color), 0.1f);
|
//Invoke(nameof(Off_HitEffect_Color), 0.1f);
|
||||||
}
|
}
|
||||||
void Off_HitEffect_Color()
|
void Off_HitEffect_Color()
|
||||||
{
|
{ // 2025. 02. 09. 정인호 : GC Alloc을 2.3KB 발생으로 인해 사용 금지
|
||||||
for (int j = 0; j < arr_Renderer.Length; j++)
|
//for (int j = 0; j < arr_Renderer.Length; j++)
|
||||||
{
|
//{
|
||||||
var materials = arr_Renderer[j].sharedMaterials.ToList();
|
// var materials = arr_Renderer[j].sharedMaterials.ToList();
|
||||||
materials.Remove(ProjectileInfo.Ins.arr_materials[1]);
|
// materials.Remove(ProjectileInfo.Ins.arr_materials[1]);
|
||||||
arr_Renderer[j].materials = materials.ToArray();
|
// arr_Renderer[j].materials = materials.ToArray();
|
||||||
}
|
//}
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
#region 캐릭터 크기 조절
|
#region 캐릭터 크기 조절
|
||||||
|
|
@ -1846,6 +1840,7 @@ public class Actor : MyCoroutine
|
||||||
public virtual void On_Is10_4() { }
|
public virtual void On_Is10_4() { }
|
||||||
public virtual void Check_10_4() { }
|
public virtual void Check_10_4() { }
|
||||||
public virtual MonsterAppearData Get_MonsterStatTableData() { return null; }
|
public virtual MonsterAppearData Get_MonsterStatTableData() { return null; }
|
||||||
|
public virtual bool isNoseeMob() { return false; }
|
||||||
public virtual void On_Regen()
|
public virtual void On_Regen()
|
||||||
{
|
{
|
||||||
gameObject.SetActive(true);
|
gameObject.SetActive(true);
|
||||||
|
|
@ -1870,7 +1865,7 @@ public class Actor : MyCoroutine
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Del_Magic();
|
Del_Magic();
|
||||||
if (m_Target != null)
|
if (isTarget)
|
||||||
{
|
{
|
||||||
if (IsRole(eRole.PC))
|
if (IsRole(eRole.PC))
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -23,14 +23,14 @@ public class BossMobActor : MobActor
|
||||||
public override void Del_Target(bool forcedel = false)
|
public override void Del_Target(bool forcedel = false)
|
||||||
{
|
{
|
||||||
base.Del_Target(forcedel);
|
base.Del_Target(forcedel);
|
||||||
if (m_Target == null) Init();
|
if (!isTarget) Init();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Play_Attack(int _attack, float _as)
|
public override void Play_Attack(int _attack, float _as)
|
||||||
{
|
{
|
||||||
if (m_maxAttackIndex == 0) m_maxAttackIndex = m_MonsterTableData.Get_MaxAttackIndex();
|
if (m_maxAttackIndex == 0) m_maxAttackIndex = m_MonsterTableData.Get_MaxAttackIndex();
|
||||||
if (isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3)) return;
|
if (isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3)) return;
|
||||||
if (m_Target) transform.LookAt(m_Target.transform);
|
if (isTarget) transform.LookAt(m_Target.transform);
|
||||||
CurAnim = eAnim.Attack + m_attackIndex;
|
CurAnim = eAnim.Attack + m_attackIndex;
|
||||||
var aniname = MyValue.Get_AnimName(eAnim.Attack + m_attackIndex);
|
var aniname = MyValue.Get_AnimName(eAnim.Attack + m_attackIndex);
|
||||||
AnimationPlay(aniname);
|
AnimationPlay(aniname);
|
||||||
|
|
|
||||||
|
|
@ -116,8 +116,9 @@ public class MobActor : Actor
|
||||||
protected override void Update()
|
protected override void Update()
|
||||||
{
|
{
|
||||||
if (NoUpdate_byTool || IsStop || IsDead() || IsCC()) return;
|
if (NoUpdate_byTool || IsStop || IsDead() || IsCC()) return;
|
||||||
Update_ETC();
|
if (isNSLDMob && m_NoSeeLongDMob.IsNoSeeMob()) return;
|
||||||
if (IsSubRole(eSubRol.Mimic)) m_Target = null;
|
base.Update();
|
||||||
|
if (IsSubRole(eSubRol.Mimic)) Del_Target();
|
||||||
|
|
||||||
// 순찰 중
|
// 순찰 중
|
||||||
switch (MobStatus)
|
switch (MobStatus)
|
||||||
|
|
@ -127,8 +128,8 @@ public class MobActor : Actor
|
||||||
m_PatrolDelay -= Time.deltaTime;
|
m_PatrolDelay -= Time.deltaTime;
|
||||||
else
|
else
|
||||||
Change_MobStatus(eMobStatus.PatrolRot);
|
Change_MobStatus(eMobStatus.PatrolRot);
|
||||||
if (!IsSubRole(eSubRol.Mimic))
|
//if (!IsSubRole(eSubRol.Mimic))
|
||||||
Check_Battle();
|
// Check_Battle();
|
||||||
break;
|
break;
|
||||||
case eMobStatus.PatrolRot:
|
case eMobStatus.PatrolRot:
|
||||||
// TargetPatrolPos 위치를 바라봄
|
// TargetPatrolPos 위치를 바라봄
|
||||||
|
|
@ -136,14 +137,16 @@ public class MobActor : Actor
|
||||||
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(directionToTarget.x, 0, directionToTarget.z));
|
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(directionToTarget.x, 0, directionToTarget.z));
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
|
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
|
||||||
if (Quaternion.Angle(transform.rotation, lookRotation) < 5f)
|
if (Quaternion.Angle(transform.rotation, lookRotation) < 5f)
|
||||||
|
{
|
||||||
Change_MobStatus(eMobStatus.Patroling);
|
Change_MobStatus(eMobStatus.Patroling);
|
||||||
//Check_Battle();
|
if (!IsSubRole(eSubRol.Mimic))
|
||||||
|
Check_Battle();
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case eMobStatus.Patroling:
|
case eMobStatus.Patroling:
|
||||||
// TargetPatrolPos 위치로 이동함
|
// TargetPatrolPos 위치로 이동함
|
||||||
if (Complete_Destination())
|
if (Complete_Destination())
|
||||||
Change_MobStatus(eMobStatus.PatrolWait);
|
Change_MobStatus(eMobStatus.PatrolWait);
|
||||||
//Check_Battle();
|
|
||||||
break;
|
break;
|
||||||
case eMobStatus.BattleStop:
|
case eMobStatus.BattleStop:
|
||||||
Change_MobStatus(eMobStatus.PatrolRot);
|
Change_MobStatus(eMobStatus.PatrolRot);
|
||||||
|
|
@ -151,7 +154,7 @@ public class MobActor : Actor
|
||||||
Heal(1f);
|
Heal(1f);
|
||||||
break;
|
break;
|
||||||
case eMobStatus.Battle:
|
case eMobStatus.Battle:
|
||||||
if (!DSUtil.CheckNull(m_Target))
|
if (isTarget)
|
||||||
{
|
{
|
||||||
if (CurAnim < eAnim.Attack && Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance)
|
if (CurAnim < eAnim.Attack && Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance)
|
||||||
{
|
{
|
||||||
|
|
@ -166,7 +169,7 @@ public class MobActor : Actor
|
||||||
Check_Patrol();
|
Check_Patrol();
|
||||||
break;
|
break;
|
||||||
case eMobStatus.Attack:
|
case eMobStatus.Attack:
|
||||||
if (!DSUtil.CheckNull(m_Target))
|
if (isTarget)
|
||||||
{
|
{
|
||||||
if (m_Target.IsDead())
|
if (m_Target.IsDead())
|
||||||
{
|
{
|
||||||
|
|
@ -189,7 +192,7 @@ public class MobActor : Actor
|
||||||
Change_MobStatus(eMobStatus.BattleStop);
|
Change_MobStatus(eMobStatus.BattleStop);
|
||||||
break;
|
break;
|
||||||
case eMobStatus.Chase:
|
case eMobStatus.Chase:
|
||||||
if (!DSUtil.CheckNull(m_Target))
|
if (isTarget)
|
||||||
{
|
{
|
||||||
Set_Path(m_Target.Get_position());
|
Set_Path(m_Target.Get_position());
|
||||||
if (Vector3.Distance(Get_position(), m_Target.Get_position()) <= m_NavMeshAgent.stoppingDistance)
|
if (Vector3.Distance(Get_position(), m_Target.Get_position()) <= m_NavMeshAgent.stoppingDistance)
|
||||||
|
|
@ -263,9 +266,6 @@ public class MobActor : Actor
|
||||||
}
|
}
|
||||||
void Check_Battle()
|
void Check_Battle()
|
||||||
{
|
{
|
||||||
if (isNSLDMob && m_NoSeeLongDMob.IsNoSeeMob())
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (b_IsFirstAttack)
|
if (b_IsFirstAttack)
|
||||||
{ // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환
|
{ // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환
|
||||||
var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), f_BaseChaseRange);
|
var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), f_BaseChaseRange);
|
||||||
|
|
@ -276,7 +276,7 @@ public class MobActor : Actor
|
||||||
void Check_Patrol()
|
void Check_Patrol()
|
||||||
{
|
{
|
||||||
// 플레이어가 추적 범위 밖으로 나가면 순찰 상태로 전환
|
// 플레이어가 추적 범위 밖으로 나가면 순찰 상태로 전환
|
||||||
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3) && m_Target == null || Vector3.Distance(OriginalPos, Get_position()) > m_MonsterTableData.f_BaseChaseRange)
|
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3) && !isTarget || Vector3.Distance(OriginalPos, Get_position()) > m_MonsterTableData.f_BaseChaseRange)
|
||||||
Change_MobStatus(eMobStatus.BattleStop);
|
Change_MobStatus(eMobStatus.BattleStop);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -405,9 +405,8 @@ public class MobActor : Actor
|
||||||
base.Get_Damage(_dinfo);
|
base.Get_Damage(_dinfo);
|
||||||
|
|
||||||
// 멀리서 맞았으면 맞은 몹을 타겟으로 잡고 주변 몹들도 같이 간다.
|
// 멀리서 맞았으면 맞은 몹을 타겟으로 잡고 주변 몹들도 같이 간다.
|
||||||
if (DSUtil.CheckNull(m_Target))
|
if (!isTarget)
|
||||||
{
|
{
|
||||||
if (m_Target == null)
|
|
||||||
Change_Target(false, _dinfo.Beater, true);
|
Change_Target(false, _dinfo.Beater, true);
|
||||||
|
|
||||||
// TODO 정인호 : 몬스터 주변 몬스터 부르기
|
// TODO 정인호 : 몬스터 주변 몬스터 부르기
|
||||||
|
|
@ -420,13 +419,13 @@ public class MobActor : Actor
|
||||||
public override void Change_Target(bool _ispc, Actor target, bool _ChangeTargetByHit = false)
|
public override void Change_Target(bool _ispc, Actor target, bool _ChangeTargetByHit = false)
|
||||||
{
|
{
|
||||||
base.Change_Target(_ispc, target, _ChangeTargetByHit);
|
base.Change_Target(_ispc, target, _ChangeTargetByHit);
|
||||||
if (m_Target != null) b_IsFirstAttack = true;
|
if (isTarget) b_IsFirstAttack = true;
|
||||||
if (b_IsFirstAttack) Change_MobStatus(eMobStatus.Battle);
|
if (b_IsFirstAttack) Change_MobStatus(eMobStatus.Battle);
|
||||||
}
|
}
|
||||||
protected override void Heal_To_Target()
|
protected override void Heal_To_Target()
|
||||||
{
|
{
|
||||||
base.Heal_To_Target();
|
base.Heal_To_Target();
|
||||||
if (m_Target != null) m_Target.Heal(HealRate);
|
if (isTarget) m_Target.Heal(HealRate);
|
||||||
if (HealCount > 0)
|
if (HealCount > 0)
|
||||||
{
|
{
|
||||||
var allies = ActorInfo.Ins.Get_AlliesActors(IsEnemy(), Get_position());
|
var allies = ActorInfo.Ins.Get_AlliesActors(IsEnemy(), Get_position());
|
||||||
|
|
@ -439,6 +438,7 @@ public class MobActor : Actor
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override MonsterAppearData Get_MonsterStatTableData() { return m_MonsterAppearData; }
|
public override MonsterAppearData Get_MonsterStatTableData() { return m_MonsterAppearData; }
|
||||||
|
public override bool isNoseeMob() { return isNSLDMob ? m_NoSeeLongDMob.IsNoSeeMob() : false; }
|
||||||
public override int Get_Group() { return m_SpawnerId; }
|
public override int Get_Group() { return m_SpawnerId; }
|
||||||
protected override void Set_MobMark(bool active)
|
protected override void Set_MobMark(bool active)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -7,7 +7,7 @@ public class MyActor : Actor
|
||||||
|
|
||||||
public override void Set_Target(bool forcefind = false)
|
public override void Set_Target(bool forcefind = false)
|
||||||
{
|
{
|
||||||
if (!DSUtil.CheckNull(m_Target))
|
if (isTarget)
|
||||||
{
|
{
|
||||||
if (m_Target.m_IsLockTarget && !m_Target.IsDead()) return;
|
if (m_Target.m_IsLockTarget && !m_Target.IsDead()) return;
|
||||||
if (IsRole(eRole.PC)) m_Target.Set_Outline(false);
|
if (IsRole(eRole.PC)) m_Target.Set_Outline(false);
|
||||||
|
|
@ -15,7 +15,7 @@ public class MyActor : Actor
|
||||||
|
|
||||||
m_Target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(IsEnemy(), Get_position(), forcefind ? float.MaxValue : f_FindEnemyRange);
|
m_Target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(IsEnemy(), Get_position(), forcefind ? float.MaxValue : f_FindEnemyRange);
|
||||||
|
|
||||||
if (!DSUtil.CheckNull(m_Target))
|
if (isTarget)
|
||||||
{
|
{
|
||||||
if (IsRole(eRole.PC))
|
if (IsRole(eRole.PC))
|
||||||
{
|
{
|
||||||
|
|
@ -52,7 +52,7 @@ public class MyActor : Actor
|
||||||
|
|
||||||
Check_Target();
|
Check_Target();
|
||||||
|
|
||||||
if (!DSUtil.CheckNull(m_Target))
|
if (isTarget)
|
||||||
{
|
{
|
||||||
if (m_Target.IsDead())
|
if (m_Target.IsDead())
|
||||||
Del_Target();
|
Del_Target();
|
||||||
|
|
@ -122,7 +122,7 @@ public class MyActor : Actor
|
||||||
public override void Get_Damage(DamageInfo _dinfo)
|
public override void Get_Damage(DamageInfo _dinfo)
|
||||||
{
|
{
|
||||||
base.Get_Damage(_dinfo);
|
base.Get_Damage(_dinfo);
|
||||||
if (DSUtil.CheckNull(m_Target) || m_Target.IsDead())
|
if (!isTarget || m_Target.IsDead())
|
||||||
{
|
{
|
||||||
m_Target = _dinfo.Beater;
|
m_Target = _dinfo.Beater;
|
||||||
}
|
}
|
||||||
|
|
@ -131,8 +131,8 @@ public class MyActor : Actor
|
||||||
public override void Play_Run()
|
public override void Play_Run()
|
||||||
{
|
{
|
||||||
base.Play_Run();
|
base.Play_Run();
|
||||||
if (!DSUtil.CheckNull(m_Target)) Set_Path(m_Target.Get_position());
|
if (isTarget) Set_Path(m_Target.Get_position());
|
||||||
//if (!DSUtil.CheckNull(m_Target))
|
//if (isTarget)
|
||||||
//{
|
//{
|
||||||
// if (!Set_Path(m_Target.Get_position()))
|
// if (!Set_Path(m_Target.Get_position()))
|
||||||
// { // 적이 내비메시 위에 없다고 판단됨
|
// { // 적이 내비메시 위에 없다고 판단됨
|
||||||
|
|
@ -143,7 +143,7 @@ public class MyActor : Actor
|
||||||
public override void Play_Attack(int _attack, float _as)
|
public override void Play_Attack(int _attack, float _as)
|
||||||
{
|
{
|
||||||
base.Play_Attack(_attack, _as);
|
base.Play_Attack(_attack, _as);
|
||||||
//if (!DSUtil.CheckNull(m_Target))
|
//if (isTarget)
|
||||||
//{
|
//{
|
||||||
// if (!Set_Path(m_Target.Get_position())) // 때리려는 타겟쪽으로 보게 함
|
// if (!Set_Path(m_Target.Get_position())) // 때리려는 타겟쪽으로 보게 함
|
||||||
// { // 적이 내비메시 위에 없다고 판단됨
|
// { // 적이 내비메시 위에 없다고 판단됨
|
||||||
|
|
@ -155,7 +155,7 @@ public class MyActor : Actor
|
||||||
{
|
{
|
||||||
if (forcefind || m_Auto)
|
if (forcefind || m_Auto)
|
||||||
{
|
{
|
||||||
if (DSUtil.CheckNull(m_Target))
|
if (!isTarget)
|
||||||
Set_Target(forcefind);
|
Set_Target(forcefind);
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -35,8 +35,8 @@ public class BattleNPCActor : Actor
|
||||||
|
|
||||||
base.Update();
|
base.Update();
|
||||||
|
|
||||||
if (m_Target == null || m_Target.IsDead()) FindNextTarget();
|
if (!isTarget || m_Target.IsDead()) FindNextTarget();
|
||||||
if (m_Target == null) return;
|
if (!isTarget) return;
|
||||||
|
|
||||||
m_attackCoolTime -= Time.deltaTime;
|
m_attackCoolTime -= Time.deltaTime;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -23,7 +23,7 @@ public class WitchEnemyActor : MobActor
|
||||||
{
|
{
|
||||||
for (int i = 0; i < list_cooltime.Count; i++)
|
for (int i = 0; i < list_cooltime.Count; i++)
|
||||||
{
|
{
|
||||||
if (m_Target == null || m_Target.IsDead()) continue;
|
if (!isTarget || m_Target.IsDead()) continue;
|
||||||
|
|
||||||
if (list_cooltime[i] > 0f)
|
if (list_cooltime[i] > 0f)
|
||||||
list_cooltime[i] -= Time.deltaTime;
|
list_cooltime[i] -= Time.deltaTime;
|
||||||
|
|
|
||||||
|
|
@ -47,7 +47,7 @@ public class StoneActor : Actor
|
||||||
|
|
||||||
protected override void Update()
|
protected override void Update()
|
||||||
{
|
{
|
||||||
Update_ETC();
|
base.Update();
|
||||||
|
|
||||||
if (BattleTime > 0f && !IsOnlyDead())
|
if (BattleTime > 0f && !IsOnlyDead())
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -69,7 +69,7 @@ public class SummonActor : MyActor
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!IsStop && (DSUtil.CheckNull(m_Target) || m_Target.IsDead()) && Vector3.Distance(OwnerActor.Get_position(), Get_position()) > 2)
|
if (!IsStop && (!isTarget || m_Target.IsDead()) && Vector3.Distance(OwnerActor.Get_position(), Get_position()) > 2)
|
||||||
{ // 마녀 따라다니기
|
{ // 마녀 따라다니기
|
||||||
Follow_PC();
|
Follow_PC();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -42,7 +42,7 @@ public class PCActor : MyActor
|
||||||
arr_PCSkillCard[i].Set_CoolTime(arr_magicCoolTime[i], arr_magicMaxCoolTime[i], i);
|
arr_PCSkillCard[i].Set_CoolTime(arr_magicCoolTime[i], arr_magicMaxCoolTime[i], i);
|
||||||
|
|
||||||
if (m_Auto && !IsDead() && !DSUtil.CheckNull(arr_magicData[i]) && arr_magicCoolTime[i] <= 0f && t_autoskill <= 0f && !IsCC() && CurAnim < eAnim.Skill &&
|
if (m_Auto && !IsDead() && !DSUtil.CheckNull(arr_magicData[i]) && arr_magicCoolTime[i] <= 0f && t_autoskill <= 0f && !IsCC() && CurAnim < eAnim.Skill &&
|
||||||
!DSUtil.CheckNull(m_Target) && Vector3.Distance(Get_position(), m_Target.Get_position()) <= arr_magicData[i].f_SkillRange)
|
isTarget && Vector3.Distance(Get_position(), m_Target.Get_position()) <= arr_magicData[i].f_SkillRange)
|
||||||
{
|
{
|
||||||
if (Use_Skill(arr_magicData[i], m_Auto, i))
|
if (Use_Skill(arr_magicData[i], m_Auto, i))
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -24,7 +24,7 @@ public class PetActor : MyActor
|
||||||
}
|
}
|
||||||
|
|
||||||
base.Update();
|
base.Update();
|
||||||
if (!IsStop && (DSUtil.CheckNull(m_Target) || m_Target.IsDead()) && Vector3.Distance(OwnerActor.Get_position(), Get_position()) > 2)
|
if (!IsStop && (!isTarget || m_Target.IsDead()) && Vector3.Distance(OwnerActor.Get_position(), Get_position()) > 2)
|
||||||
{ // 마녀 따라다니기
|
{ // 마녀 따라다니기
|
||||||
Follow_PC();
|
Follow_PC();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -6,22 +6,38 @@ public class HUDBase : MyCoroutine
|
||||||
protected Transform m_Target;
|
protected Transform m_Target;
|
||||||
protected Camera m_Camera;
|
protected Camera m_Camera;
|
||||||
|
|
||||||
|
bool isRect = false;
|
||||||
|
bool isTarget = false, isCanvasRect = false, isMainCam = false;
|
||||||
|
|
||||||
void Init()
|
void Init()
|
||||||
{
|
{
|
||||||
if (m_RectTransform == null) m_RectTransform = GetComponent<RectTransform>();
|
if (!isRect)
|
||||||
if (m_CanvasRect == null) m_CanvasRect = GetComponentInParent<Canvas>().GetComponent<RectTransform>();
|
{
|
||||||
if (m_Camera == null) m_Camera = Camera.main;
|
m_RectTransform = GetComponent<RectTransform>();
|
||||||
|
isRect = !DSUtil.CheckNull(m_RectTransform);
|
||||||
|
}
|
||||||
|
if (!isCanvasRect)
|
||||||
|
{
|
||||||
|
m_CanvasRect = GetComponentInParent<Canvas>().GetComponent<RectTransform>();
|
||||||
|
isCanvasRect = !DSUtil.CheckNull(m_CanvasRect);
|
||||||
|
}
|
||||||
|
if (!isMainCam)
|
||||||
|
{
|
||||||
|
m_Camera = Camera.main;
|
||||||
|
isMainCam = !DSUtil.CheckNull(m_Camera);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Set_Target(Transform _target)
|
public void Set_Target(Transform _target)
|
||||||
{
|
{
|
||||||
Init();
|
Init();
|
||||||
m_Target = _target;
|
m_Target = _target;
|
||||||
|
isTarget = !DSUtil.CheckNull(m_Target);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (m_Target && m_CanvasRect && m_Camera)
|
if (isTarget && isCanvasRect && isMainCam)
|
||||||
{
|
{
|
||||||
RectTransform CanvasRect = m_CanvasRect;
|
RectTransform CanvasRect = m_CanvasRect;
|
||||||
Vector2 ViewportPosition = m_Camera.WorldToViewportPoint(m_Target.position);
|
Vector2 ViewportPosition = m_Camera.WorldToViewportPoint(m_Target.position);
|
||||||
|
|
|
||||||
|
|
@ -289,9 +289,10 @@ public class ActorInfo : MonoBehaviour
|
||||||
foreach (var actor in actorList)
|
foreach (var actor in actorList)
|
||||||
{
|
{
|
||||||
// 조기 종료를 통해 조건을 빠르게 확인
|
// 조기 종료를 통해 조건을 빠르게 확인
|
||||||
if (actor == null) continue;
|
//if (actor == null) continue;
|
||||||
//if (DSUtil.CheckNull(actor)) continue;
|
//if (DSUtil.CheckNull(actor)) continue;
|
||||||
if (actor.IsEnemy() == isEnemy) continue;
|
if (actor.IsEnemy() == isEnemy) continue;
|
||||||
|
if (actor.isNoseeMob()) continue;
|
||||||
if (actor.IsDead() || actor.Is_Immortal()) continue;
|
if (actor.IsDead() || actor.Is_Immortal()) continue;
|
||||||
|
|
||||||
// 거리 조건 확인
|
// 거리 조건 확인
|
||||||
|
|
|
||||||
|
|
@ -31,9 +31,9 @@ public class MessageInfo : MenuBase
|
||||||
//();
|
//();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (ws == null)
|
if (DSUtil.CheckNull(ws))
|
||||||
{
|
{
|
||||||
ReconnectTime += Time.deltaTime;
|
ReconnectTime += Time.deltaTime;
|
||||||
if (ReconnectTime > 60f)
|
if (ReconnectTime > 60f)
|
||||||
|
|
@ -90,7 +90,7 @@ public class MessageInfo : MenuBase
|
||||||
{
|
{
|
||||||
return; // TODO 정인호 : 현재 서버 off로 인해 꺼둠
|
return; // TODO 정인호 : 현재 서버 off로 인해 꺼둠
|
||||||
|
|
||||||
if (ws != null && ws.IsAlive) return;
|
if (!DSUtil.CheckNull(ws) && ws.IsAlive) return;
|
||||||
|
|
||||||
ws = new WebSocket(ws_url);
|
ws = new WebSocket(ws_url);
|
||||||
|
|
||||||
|
|
@ -109,7 +109,7 @@ public class MessageInfo : MenuBase
|
||||||
void OnApplicationQuit()
|
void OnApplicationQuit()
|
||||||
{
|
{
|
||||||
Send_Msg(ChatType.DisConnect, "");
|
Send_Msg(ChatType.DisConnect, "");
|
||||||
if (ws != null) ws.Close();
|
if (!DSUtil.CheckNull(ws)) ws.Close();
|
||||||
ws = null;
|
ws = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -44,7 +44,7 @@ public class OptionInfo : MonoBehaviourSingletonTemplateBackKeyAdd<OptionInfo>
|
||||||
Screen.sleepTimeout = SleepTimeout.NeverSleep; // 게임 실행 중 화면 안 꺼지게
|
Screen.sleepTimeout = SleepTimeout.NeverSleep; // 게임 실행 중 화면 안 꺼지게
|
||||||
QualitySettings.SetQualityLevel(PlayerPrefs.GetInt("QualitySettings", 1)); // 퀄리티 중을 기본으로
|
QualitySettings.SetQualityLevel(PlayerPrefs.GetInt("QualitySettings", 1)); // 퀄리티 중을 기본으로
|
||||||
|
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
if (SaveTime > 0)
|
if (SaveTime > 0)
|
||||||
{
|
{
|
||||||
|
|
@ -54,7 +54,7 @@ public class OptionInfo : MonoBehaviourSingletonTemplateBackKeyAdd<OptionInfo>
|
||||||
else
|
else
|
||||||
label_save.text = DSUtil.Format("{0}초 후 저장 가능", SaveTime);
|
label_save.text = DSUtil.Format("{0}초 후 저장 가능", SaveTime);
|
||||||
}
|
}
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
|
|
|
||||||
|
|
@ -89,10 +89,8 @@ public class TitleInfo : MyCoroutine
|
||||||
Login();
|
Login();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
base.Update();
|
|
||||||
|
|
||||||
if (this.appleAuthManager != null)
|
if (this.appleAuthManager != null)
|
||||||
this.appleAuthManager.Update();
|
this.appleAuthManager.Update();
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
|
|
||||||
|
|
@ -30,7 +28,7 @@ public class ControlSpecificContent : MyCoroutine
|
||||||
msgTime = 0f;
|
msgTime = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (!isOpen)
|
if (!isOpen)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -4,13 +4,13 @@ using UnityEngine;
|
||||||
public class NoSeeLongDMob : MyCoroutine
|
public class NoSeeLongDMob : MyCoroutine
|
||||||
{
|
{
|
||||||
List<Renderer> list_Renderer = new List<Renderer>();
|
List<Renderer> list_Renderer = new List<Renderer>();
|
||||||
float dist = 80f;
|
float dist = 50f;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
list_Renderer.AddRange(GetComponentsInChildren<Renderer>());
|
list_Renderer.AddRange(GetComponentsInChildren<Renderer>());
|
||||||
|
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
var pos = Camera.main.transform.position;
|
var pos = Camera.main.transform.position;
|
||||||
for (int i = 0; i < list_Renderer.Count; i++)
|
for (int i = 0; i < list_Renderer.Count; i++)
|
||||||
|
|
@ -20,7 +20,7 @@ public class NoSeeLongDMob : MyCoroutine
|
||||||
else if (!list_Renderer[i].enabled && Vector3.Distance(pos, list_Renderer[i].transform.position) <= dist)
|
else if (!list_Renderer[i].enabled && Vector3.Distance(pos, list_Renderer[i].transform.position) <= dist)
|
||||||
list_Renderer[i].enabled = true;
|
list_Renderer[i].enabled = true;
|
||||||
}
|
}
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsNoSeeMob()
|
public bool IsNoSeeMob()
|
||||||
|
|
|
||||||
|
|
@ -43,10 +43,8 @@ public class ServerInfo : MyCoroutine
|
||||||
PlayFabSettings.TitleId = Server_Live_ID;
|
PlayFabSettings.TitleId = Server_Live_ID;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
base.Update();
|
|
||||||
|
|
||||||
// 인터넷 연결 체크
|
// 인터넷 연결 체크
|
||||||
if (Application.internetReachability == NetworkReachability.NotReachable)
|
if (Application.internetReachability == NetworkReachability.NotReachable)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -62,10 +62,10 @@ public class MissionCard_Daily : MissionCard
|
||||||
slider.value = (float)S_Data[1] / m_MissionTableData.n_PurposeCount;
|
slider.value = (float)S_Data[1] / m_MissionTableData.n_PurposeCount;
|
||||||
|
|
||||||
if (m_MissionTableData.e_Purpose == ePurpose.PlayTime)
|
if (m_MissionTableData.e_Purpose == ePurpose.PlayTime)
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
labels[2].text = DSUtil.Format("{0}/{1}", S_Data[1], m_MissionTableData.n_PurposeCount);
|
labels[2].text = DSUtil.Format("{0}/{1}", S_Data[1], m_MissionTableData.n_PurposeCount);
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnClick_RewardInfo()
|
public override void OnClick_RewardInfo()
|
||||||
|
|
|
||||||
|
|
@ -46,10 +46,10 @@ public class MissionCard_Repeat : MissionCard
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_MissionTableData.e_Purpose == ePurpose.PlayTime)
|
if (m_MissionTableData.e_Purpose == ePurpose.PlayTime)
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
labels[2].text = DSUtil.Format("{0}/{1}", Get_CurCount(), m_MissionTableData.n_PurposeCount);
|
labels[2].text = DSUtil.Format("{0}/{1}", Get_CurCount(), m_MissionTableData.n_PurposeCount);
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
int Get_CurCount()
|
int Get_CurCount()
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
@ -15,7 +14,7 @@ public class BuffCard : CardBase
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = Set_Time;
|
Set_Repeat_for1sec(Set_Time);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Set<T>(T _base)
|
public override void Set<T>(T _base)
|
||||||
|
|
@ -34,7 +33,11 @@ public class BuffCard : CardBase
|
||||||
|
|
||||||
if (sdata.Buff.isInfinity())
|
if (sdata.Buff.isInfinity())
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = null;
|
if (!DSUtil.CheckNull(m_Co_for1Sec))
|
||||||
|
{
|
||||||
|
StopCoroutine(m_Co_for1Sec);
|
||||||
|
m_Co_for1Sec = null;
|
||||||
|
}
|
||||||
label_time.text = "";
|
label_time.text = "";
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
||||||
|
|
@ -22,11 +22,6 @@ public class IngameObtainUI : ScrollViewArrMgr
|
||||||
Set_Skill();
|
Set_Skill();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
|
||||||
{
|
|
||||||
//labels[3].text = DSUtil.Get_TimeText_MSms(InGameInfo.Ins.m_Time);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Set_Chapter()
|
public void Set_Chapter()
|
||||||
{
|
{
|
||||||
labels[0].text = DSUtil.Format("{0} Map{1}", MyValue.MyChoiceMapData.n_Difficult, MyValue.MyChoiceMapData.n_MapID);
|
labels[0].text = DSUtil.Format("{0} Map{1}", MyValue.MyChoiceMapData.n_Difficult, MyValue.MyChoiceMapData.n_MapID);
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,3 @@
|
||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class SleepMode : MyCoroutine
|
public class SleepMode : MyCoroutine
|
||||||
|
|
@ -31,9 +28,8 @@ public class SleepMode : MyCoroutine
|
||||||
|
|
||||||
SoundInfo.Ins.Active_Sound(false);
|
SoundInfo.Ins.Active_Sound(false);
|
||||||
}
|
}
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
base.Update();
|
|
||||||
serversavetime -= Time.deltaTime;
|
serversavetime -= Time.deltaTime;
|
||||||
if (serversavetime <= 0f)
|
if (serversavetime <= 0f)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -13,7 +13,7 @@ public class FarmShopCard : CardBase
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = Set_Time;
|
Set_Repeat_for1sec(Set_Time);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Set_Time()
|
void Set_Time()
|
||||||
|
|
|
||||||
|
|
@ -10,7 +10,7 @@ public class FarmShopUI : BotMenuBase
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
Ins = this;
|
Ins = this;
|
||||||
Act_Repeat_for1sec = Set_NextTime;
|
Set_Repeat_for1sec(Set_NextTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Set()
|
public override void Set()
|
||||||
|
|
|
||||||
|
|
@ -13,7 +13,7 @@ public class FarmSlotCard : CardBase
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = Set_Time;
|
Set_Repeat_for1sec(Set_Time);
|
||||||
m_Price.icon.sprite = UIAtlasMgr.Ins.Get_Sprite(1);
|
m_Price.icon.sprite = UIAtlasMgr.Ins.Get_Sprite(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -10,7 +10,7 @@ public class MainStatLvUpCard : CardBase
|
||||||
|
|
||||||
MainStatCardData m_Data;
|
MainStatCardData m_Data;
|
||||||
|
|
||||||
private void Awake() { Act_Repeat_for1sec = Set_Price; }
|
private void Awake() { Set_Repeat_for1sec(Set_Price); }
|
||||||
|
|
||||||
public override void Set<T>(T _base)
|
public override void Set<T>(T _base)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -11,7 +11,7 @@ public class CardInKettlePotion : CardBase
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = Set_RemainTime;
|
Set_Repeat_for1sec(Set_RemainTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Set<T>(T _base)
|
public override void Set<T>(T _base)
|
||||||
|
|
|
||||||
|
|
@ -5,7 +5,7 @@ public class Lobby_TopRightMoney : MyCoroutine
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
Set_Money();
|
Set_Money();
|
||||||
Act_Repeat_for1sec = Set_Money;
|
Set_Repeat_for1sec(Set_Money);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Set_Money()
|
void Set_Money()
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class Menu_Chapter : MenuBase
|
public class Menu_Chapter : MenuBase
|
||||||
|
|
@ -15,7 +13,7 @@ public class Menu_Chapter : MenuBase
|
||||||
{
|
{
|
||||||
base.Awake();
|
base.Awake();
|
||||||
|
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
if (m_time > 0)
|
if (m_time > 0)
|
||||||
{
|
{
|
||||||
|
|
@ -27,7 +25,7 @@ public class Menu_Chapter : MenuBase
|
||||||
EnterChapter(false, 1); // TODO 정인호 : 이거 자체가 필요 없을 수도? 게임 개념이 달라져서
|
EnterChapter(false, 1); // TODO 정인호 : 이거 자체가 필요 없을 수도? 게임 개념이 달라져서
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Set()
|
public override void Set()
|
||||||
|
|
|
||||||
|
|
@ -78,9 +78,8 @@ public class IngamePetCard : CardCoolTimeBase
|
||||||
//sprites[3].sprite = UIAtlasMgr.Ins.Get_Sprite(m_PetTableData.AttackTypeIcon);
|
//sprites[3].sprite = UIAtlasMgr.Ins.Get_Sprite(m_PetTableData.AttackTypeIcon);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
base.Update();
|
|
||||||
if (m_CoolTime > 0f)
|
if (m_CoolTime > 0f)
|
||||||
{
|
{
|
||||||
m_CoolTime -= Time.deltaTime;
|
m_CoolTime -= Time.deltaTime;
|
||||||
|
|
|
||||||
|
|
@ -12,7 +12,7 @@ public class RankingUI_Rank : uScrollViewMgr
|
||||||
protected override void Awake()
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
base.Awake();
|
base.Awake();
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
var keys = dic_RefreshTime.Keys.ToArray();
|
var keys = dic_RefreshTime.Keys.ToArray();
|
||||||
for (int i = 0; i < keys.Length; i++)
|
for (int i = 0; i < keys.Length; i++)
|
||||||
|
|
@ -20,7 +20,7 @@ public class RankingUI_Rank : uScrollViewMgr
|
||||||
if (dic_RefreshTime[keys[i]] > 0f)
|
if (dic_RefreshTime[keys[i]] > 0f)
|
||||||
dic_RefreshTime[keys[i]] -= 1f;
|
dic_RefreshTime[keys[i]] -= 1f;
|
||||||
}
|
}
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Set(eDungeon dungeon)
|
public void Set(eDungeon dungeon)
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,7 @@ public class Content_Shop_Clover : Content_Shop_Base
|
||||||
protected override void Awake()
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
base.Awake();
|
base.Awake();
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
var time = ServerInfo.Ins.m_ServerData.Get_Common(eCommon.CloverShopResetTime);
|
var time = ServerInfo.Ins.m_ServerData.Get_Common(eCommon.CloverShopResetTime);
|
||||||
labels[0].text = DSUtil.Format("[C6F185] 배송변경[-]\n[E08DFF]{0}", DSUtil.Get_TimeText_MS(time));
|
labels[0].text = DSUtil.Format("[C6F185] 배송변경[-]\n[E08DFF]{0}", DSUtil.Get_TimeText_MS(time));
|
||||||
|
|
@ -17,7 +17,7 @@ public class Content_Shop_Clover : Content_Shop_Base
|
||||||
DataCheckMgr.Ins.Reset_CloverItems();
|
DataCheckMgr.Ins.Reset_CloverItems();
|
||||||
OnEnable();
|
OnEnable();
|
||||||
}
|
}
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnClick_ResetItems()
|
public void OnClick_ResetItems()
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class ShopCardBase : CardBase
|
public class ShopCardBase : CardBase
|
||||||
|
|
@ -13,16 +11,20 @@ public class ShopCardBase : CardBase
|
||||||
|
|
||||||
protected virtual void Awake()
|
protected virtual void Awake()
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = Set_ADTime;
|
Set_Repeat_for1sec(Set_ADTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Set<T>(T _base)
|
public override void Set<T>(T _base)
|
||||||
{
|
{
|
||||||
base.Set(_base);
|
base.Set(_base);
|
||||||
if (go_guidearrow) go_guidearrow.SetActive(false);
|
if (go_guidearrow) go_guidearrow.SetActive(false);
|
||||||
if (_base == null)
|
if (DSUtil.CheckNull(_base))
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = null;
|
if (!DSUtil.CheckNull(_base))
|
||||||
|
{
|
||||||
|
StopCoroutine(m_Co_for1Sec);
|
||||||
|
m_Co_for1Sec = null;
|
||||||
|
}
|
||||||
DSUtil.InActivateGameObjects(gos);
|
DSUtil.InActivateGameObjects(gos);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,7 @@ public class ShopCloverCard : ShopCardBase
|
||||||
{
|
{
|
||||||
if (_base == null)
|
if (_base == null)
|
||||||
{
|
{
|
||||||
Act_Repeat_for1sec = null;
|
//Act_Repeat_for1sec = null;
|
||||||
DSUtil.InActivateGameObjects(gos);
|
DSUtil.InActivateGameObjects(gos);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,4 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
@ -13,7 +12,7 @@ public class SelectSkillUI : MyCoroutine
|
||||||
List<int> list_skillid = new List<int>();
|
List<int> list_skillid = new List<int>();
|
||||||
float m_RemainTime = 10f;
|
float m_RemainTime = 10f;
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (m_RemainTime > 0f)
|
if (m_RemainTime > 0f)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -53,7 +53,7 @@ public class BangchiUI : BackKeyAdd
|
||||||
//m_IngameObtainUI.Set_Skill();
|
//m_IngameObtainUI.Set_Skill();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
label_curTime.text = DSUtil.Get_TimeText_HMS(DateTime.Now);
|
label_curTime.text = DSUtil.Get_TimeText_HMS(DateTime.Now);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class PauseUI : BackKeyAdd
|
public class PauseUI : BackKeyAdd
|
||||||
|
|
@ -7,9 +5,8 @@ public class PauseUI : BackKeyAdd
|
||||||
public IngameObtainUI m_IngameObtainUI;
|
public IngameObtainUI m_IngameObtainUI;
|
||||||
public GameObject[] gos; // 0 방치하기, 1 나가기
|
public GameObject[] gos; // 0 방치하기, 1 나가기
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
base.Update();
|
|
||||||
Physics.SyncTransforms();
|
Physics.SyncTransforms();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -30,7 +30,7 @@ public class SmallItemGetCard : MyCoroutine
|
||||||
Set_Coroutine(() => { RunUpdate = true; }, AlphaDelay);
|
Set_Coroutine(() => { RunUpdate = true; }, AlphaDelay);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (RunUpdate)
|
if (RunUpdate)
|
||||||
m_Widget.alpha -= Time.deltaTime;
|
m_Widget.alpha -= Time.deltaTime;
|
||||||
|
|
|
||||||
|
|
@ -174,12 +174,6 @@ public class StageResult : BackKeyAdd
|
||||||
else if (index == 2) sdata.Add_MissionCount(MyValue.arr_Mission[1], 33);
|
else if (index == 2) sdata.Add_MissionCount(MyValue.arr_Mission[1], 33);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
|
||||||
{
|
|
||||||
base.Update();
|
|
||||||
ActorInfo.Ins.All_Stop(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void LvUpMoveFinish() { gos[3].SetActive(true); }
|
public void LvUpMoveFinish() { gos[3].SetActive(true); }
|
||||||
|
|
||||||
public void Add_Gold(double _gold)
|
public void Add_Gold(double _gold)
|
||||||
|
|
|
||||||
|
|
@ -4,20 +4,18 @@ using UnityEngine;
|
||||||
|
|
||||||
public class MyCoroutine : MonoBehaviour
|
public class MyCoroutine : MonoBehaviour
|
||||||
{
|
{
|
||||||
protected Action Act_Repeat_for1sec;
|
protected Coroutine m_Co_for1Sec, m_Co;
|
||||||
float t_for1sec = 0f;
|
|
||||||
Coroutine m_Co;
|
|
||||||
|
|
||||||
protected virtual void Update()
|
protected void Set_Repeat_for1sec(Action act)
|
||||||
{
|
{
|
||||||
if (Act_Repeat_for1sec != null)
|
m_Co_for1Sec = StartCoroutine(Co_1sec(act));
|
||||||
{
|
|
||||||
t_for1sec -= Time.deltaTime;
|
|
||||||
if (t_for1sec <= 0f)
|
|
||||||
{
|
|
||||||
t_for1sec = 1f;
|
|
||||||
Act_Repeat_for1sec();
|
|
||||||
}
|
}
|
||||||
|
IEnumerator Co_1sec(Action act)
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(1f);
|
||||||
|
act();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -33,7 +31,7 @@ public class MyCoroutine : MonoBehaviour
|
||||||
_act?.Invoke();
|
_act?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void Cancel_CurCoroutine() { if (m_Co != null) StopCoroutine(m_Co); }
|
protected void Cancel_CurCoroutine() { if (!DSUtil.CheckNull(m_Co)) StopCoroutine(m_Co); }
|
||||||
protected void Set_Coroutine_withCancel(Action _act, float _time)
|
protected void Set_Coroutine_withCancel(Action _act, float _time)
|
||||||
{
|
{
|
||||||
if (gameObject.activeInHierarchy)
|
if (gameObject.activeInHierarchy)
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
@ -15,10 +14,10 @@ public class NoSeeLongDistance : MyCoroutine
|
||||||
|
|
||||||
Transform baseTF = BaseOnPC ? MyValue.MyPC.transform : Camera.main.transform;
|
Transform baseTF = BaseOnPC ? MyValue.MyPC.transform : Camera.main.transform;
|
||||||
|
|
||||||
Act_Repeat_for1sec = () =>
|
Set_Repeat_for1sec(() =>
|
||||||
{
|
{
|
||||||
for (int i = 0; i < list.Count; i++)
|
for (int i = 0; i < list.Count; i++)
|
||||||
list[i].SetActive(Vector3.Distance(list[i].transform.position, baseTF.position) < Dist);
|
list[i].SetActive(Vector3.Distance(list[i].transform.position, baseTF.position) < Dist);
|
||||||
};
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -5,20 +5,19 @@ public class TurnOff_GO : MyCoroutine
|
||||||
{
|
{
|
||||||
public bool NoUseParticleTime = false;
|
public bool NoUseParticleTime = false;
|
||||||
public float OffTime = 5f;
|
public float OffTime = 5f;
|
||||||
public Vector3 add_offset;
|
|
||||||
public eEffectLocation e_EffectLocation;
|
public eEffectLocation e_EffectLocation;
|
||||||
public Transform tf_Target;
|
|
||||||
public Action act_End;
|
public Action act_End;
|
||||||
|
|
||||||
Actor m_target, m_target2;
|
Actor m_target, m_target2;
|
||||||
ProjectileData m_ProjectileData;
|
ProjectileData m_ProjectileData;
|
||||||
bool followTarget;
|
bool followTarget, isTarget = false, isTarget2 = false;
|
||||||
|
|
||||||
public void Set() { gameObject.SetActive(false); gameObject.SetActive(true); }
|
public void Set() { gameObject.SetActive(false); gameObject.SetActive(true); }
|
||||||
public void Set(Actor target, ProjectileData pd, float LifeTime)
|
public void Set(Actor target, ProjectileData pd, float LifeTime)
|
||||||
{
|
{
|
||||||
followTarget = true;
|
followTarget = true;
|
||||||
m_target = target;
|
m_target = target;
|
||||||
|
isTarget = true;
|
||||||
m_ProjectileData = pd;
|
m_ProjectileData = pd;
|
||||||
NoUseParticleTime = true;
|
NoUseParticleTime = true;
|
||||||
OffTime = LifeTime;
|
OffTime = LifeTime;
|
||||||
|
|
@ -30,6 +29,7 @@ public class TurnOff_GO : MyCoroutine
|
||||||
public void Set(Actor target, eEffectLocation loca, float lifetime)
|
public void Set(Actor target, eEffectLocation loca, float lifetime)
|
||||||
{
|
{
|
||||||
m_target2 = target;
|
m_target2 = target;
|
||||||
|
isTarget2 = true;
|
||||||
e_EffectLocation = loca;
|
e_EffectLocation = loca;
|
||||||
OffTime = lifetime;
|
OffTime = lifetime;
|
||||||
|
|
||||||
|
|
@ -57,11 +57,11 @@ public class TurnOff_GO : MyCoroutine
|
||||||
Set_Off();
|
Set_Off();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (followTarget)
|
if (followTarget)
|
||||||
{
|
{
|
||||||
if (DSUtil.CheckNull(m_target))
|
if (!isTarget)
|
||||||
{
|
{
|
||||||
transform.position = Vector3.right * 1000000f;
|
transform.position = Vector3.right * 1000000f;
|
||||||
gameObject.SetActive(false);
|
gameObject.SetActive(false);
|
||||||
|
|
@ -72,9 +72,7 @@ public class TurnOff_GO : MyCoroutine
|
||||||
transform.position = pos;
|
transform.position = pos;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (!DSUtil.CheckNull(tf_Target))
|
else if (isTarget2)
|
||||||
transform.position = tf_Target.position + add_offset;
|
|
||||||
else if (!DSUtil.CheckNull(m_target2))
|
|
||||||
Set_Location(m_target2);
|
Set_Location(m_target2);
|
||||||
}
|
}
|
||||||
void Set_Location(Actor target)
|
void Set_Location(Actor target)
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class UISafeAreaRightController : MyCoroutine
|
public class UISafeAreaRightController : MyCoroutine
|
||||||
|
|
@ -16,7 +14,7 @@ public class UISafeAreaRightController : MyCoroutine
|
||||||
|
|
||||||
Ori_x = transform.localPosition.x;
|
Ori_x = transform.localPosition.x;
|
||||||
|
|
||||||
Act_Repeat_for1sec = ComputeSafeAreaOffest;
|
Set_Repeat_for1sec(ComputeSafeAreaOffest);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue