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@ -586,24 +586,18 @@ public class MobActor : Actor
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break;
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break;
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case eSkillExtraType.PerHPBuff_SPD:
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case eSkillExtraType.PerHPBuff_SPD:
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{
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{
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if (!dic_ccValue.ContainsKey(eCC.ATKSPD_Up))
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if (!dic_ccValue.ContainsKey(eCC.ATKSPD_Up)) dic_ccValue.Add(eCC.ATKSPD_Up, 0f);
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dic_ccValue.Add(eCC.ATKSPD_Up, 0f);
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if (!dic_ccValue.ContainsKey(eCC.MOVSPD_Up)) dic_ccValue.Add(eCC.MOVSPD_Up, 0f);
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if (!dic_ccValue.ContainsKey(eCC.MOVSPD_Up))
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int perval1 = (int)(Get_hpLostPercentage() / temp.f_ExtraValue1);
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dic_ccValue.Add(eCC.MOVSPD_Up, 0f);
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var maxHP = Get_MaxHP();
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var currentHP = Get_HP();
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float hpLostPercentage = (float)((maxHP - currentHP) / maxHP); // 체력 감소 비율 (0.0 ~ 1.0)
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int perval1 = (int)(hpLostPercentage / temp.f_ExtraValue1);
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// 체력 val1 감소당 val2 증가
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if (temp.f_ExtraValue1 > 0) // val1이 0이 아니어야 함 (0으로 나누는 오류 방지)
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if (temp.f_ExtraValue1 > 0) // val1이 0이 아니어야 함 (0으로 나누는 오류 방지)
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{
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{
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dic_ccValue[eCC.ATKSPD_Up] = perval1 * temp.f_ExtraValue2;
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dic_ccValue[eCC.ATKSPD_Up] = perval1 * temp.f_ExtraValue2;
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dic_ccValue[eCC.MOVSPD_Up] = perval1 * temp.f_ExtraValue3;
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dic_ccValue[eCC.MOVSPD_Up] = perval1 * temp.f_ExtraValue3;
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}
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}
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if (perval1 > 0)
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Show_TargetEffect_NoTime(eCC.PerHPBuff_SPD, skilltype.e_SkillEffect, skilltype.e_EffectLocation);
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}
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}
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break;
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break;
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}
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}
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@ -611,6 +605,29 @@ public class MobActor : Actor
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}
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}
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}
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}
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void Show_TargetEffect_NoTime(eCC cc, string effectprefab, eEffectLocation location)
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{
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if (!dic_CCEffect.ContainsKey(cc) || !dic_CCEffect[cc].IsMyEffect(this))
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InGameInfo.Ins.Show_Effect(effectprefab, this, location, 1000000,
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effect =>
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{
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if (!dic_CCEffect.ContainsKey(cc))
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dic_CCEffect.Add(cc, null);
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dic_CCEffect[cc] = effect;
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});
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else if (!dic_CCEffect[cc].isActiveAndEnabled)
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{
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dic_CCEffect[cc].gameObject.SetActive(true);
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dic_CCEffect[cc].Reset_Time(100000);
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}
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}
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float Get_hpLostPercentage()
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{
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var maxHP = Get_MaxHP();
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return (float)((maxHP - Get_HP()) / maxHP); // 체력 감소 비율 (0.0 ~ 1.0)
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}
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void Reset_Extra()
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void Reset_Extra()
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{
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{
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// 1. 패시브 스킬이 존재하는지 확인
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// 1. 패시브 스킬이 존재하는지 확인
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@ -9,7 +9,7 @@ public enum eSpawnerType { Random, Order, Phase, PhaseAllKill }
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public enum eAnim { Idle, Run, Die, Hit, Dodge, Attack, Attack2, Attack3, Attack4, Skill }
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public enum eAnim { Idle, Run, Die, Hit, Dodge, Attack, Attack2, Attack3, Attack4, Skill }
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public enum eCC { BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down, // 움직임 자유
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public enum eCC { BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down, // 움직임 자유
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STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime, // 움직임 자유
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STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime, // 움직임 자유
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Cri_Up, MultiShot, ATK_Down, SilenceCurse, Aggro, Cure, Barrier, // 움직임 자유
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Cri_Up, MultiShot, ATK_Down, SilenceCurse, Aggro, Cure, Barrier, PerHPBuff_SPD, // 움직임 자유
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Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한
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Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한
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