maga golem a,b
This commit is contained in:
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commit
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@ -62,7 +62,7 @@ ModelImporter:
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|
||||
foreach (var item in dic_ccData)
|
||||
{
|
||||
if (item.Key >= eCC.Freeze && item.Value.CCTime > 0) return true;
|
||||
}
|
||||
if (dic_ccData[eCC.Freeze].CCTime > 0f) return true;
|
||||
if (dic_ccData[eCC.Attract].CCTime > 0f) return true;
|
||||
if (dic_ccData[eCC.KnockedAirborne].CCTime > 0f) return true;
|
||||
if (dic_ccData[eCC.KnockBack].CCTime > 0f) return true;
|
||||
if (dic_ccData[eCC.Stun].CCTime > 0f) return true;
|
||||
return false;
|
||||
}
|
||||
protected virtual void Check_CC_byAttack(DamageInfo _dinfo)
|
||||
|
|
@ -1452,22 +1457,28 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
#endregion
|
||||
#region 상태이상 : 스턴(기절)
|
||||
public void Stun(double time, bool showEffect = false) { StartCoroutine(Co_Stun(time, showEffect)); }
|
||||
Coroutine m_CoStun;
|
||||
public void Stun(double time, bool showEffect = false)
|
||||
{
|
||||
if (!DSUtil.CheckNull(m_CoStun)) { StopCoroutine(m_CoStun); m_CoStun = null; }
|
||||
m_CoStun = StartCoroutine(Co_Stun(time, showEffect));
|
||||
}
|
||||
IEnumerator Co_Stun(double _time, bool showEffect = false)
|
||||
{
|
||||
if (IsSubRole(eSubRol.Elite)) _time -= _time * 0.2f;
|
||||
else if (IsSubRole(eSubRol.Boss)) _time -= _time * 0.5f;
|
||||
float stunTime = (float)_time;
|
||||
if (IsSubRole(eSubRol.Elite)) stunTime -= stunTime * 0.2f;
|
||||
else if (IsSubRole(eSubRol.Boss)) stunTime -= stunTime * 0.5f;
|
||||
|
||||
if (showEffect) InGameInfo.Ins.Show_Effect("Effect_Stun", this, eEffectLocation.Top, stunTime);
|
||||
|
||||
m_animation.speed = 1f;
|
||||
//AnimationPlay("stun");
|
||||
AnimationPlay("stun");
|
||||
var cc = eCC.Stun;
|
||||
dic_ccData[cc].CCTime = _time;
|
||||
StopMove_Imm(true);
|
||||
yield return new WaitForSeconds((float)_time);
|
||||
yield return new WaitForSeconds(stunTime);
|
||||
dic_ccData[cc].CCTime = 0f;
|
||||
On_NavMeshAgent();
|
||||
|
||||
if (showEffect) InGameInfo.Ins.Show_Effect("Effect_Stun", this, eEffectLocation.Top, (float)_time);
|
||||
}
|
||||
#endregion
|
||||
#region 이동속도
|
||||
|
|
@ -1828,7 +1839,7 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
#endregion
|
||||
|
||||
public bool CanMove() { return !IsCC() && m_NavMeshAgent.isOnNavMesh && !m_NavMeshAgent.isStopped; }
|
||||
public bool CanMove() { return m_NavMeshAgent.isOnNavMesh && !m_NavMeshAgent.isStopped && !IsCC(); }
|
||||
protected virtual bool IsAvoidCoolTime() { return false; }
|
||||
protected virtual void Set_AvoidCoolTime() { }
|
||||
public virtual void On_Is10_4() { }
|
||||
|
|
|
|||
|
|
@ -82,7 +82,7 @@ public class MyActor : Actor
|
|||
}
|
||||
}
|
||||
}
|
||||
else if (CurAnim < eAnim.Dodge)
|
||||
else if (CurAnim != eAnim.Run && CurAnim < eAnim.Dodge)
|
||||
Play_Idle();
|
||||
}
|
||||
protected virtual void Update_Move()
|
||||
|
|
|
|||
|
|
@ -26,6 +26,12 @@ public class PCActor : MyActor
|
|||
tag = "Player";
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
if (!m_Enemy) MyValue.MyPC = null;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
if (!DSUtil.CheckNull(arr_PCSkillCard) && arr_PCSkillCard.Length > 0)
|
||||
|
|
@ -374,7 +380,7 @@ public class PCActor : MyActor
|
|||
else
|
||||
{
|
||||
//if (IsDead() || CurAnim >= eAnim.Skill1 || IsCC())
|
||||
if (IsDead() || IsCC() || CurAnim == eAnim.Dodge)
|
||||
if (CurAnim == eAnim.Dodge || IsDead() || IsCC())
|
||||
return;
|
||||
|
||||
if (JoystickStatus != 2)
|
||||
|
|
@ -406,7 +412,7 @@ public class PCActor : MyActor
|
|||
|
||||
public override void Set_AutoBraking(bool _active)
|
||||
{
|
||||
if (IsDead() || IsCC() || CurAnim == eAnim.Dodge) return;
|
||||
if (CurAnim == eAnim.Dodge || IsDead() || IsCC()) return;
|
||||
|
||||
if (_active)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -170,7 +170,7 @@ public partial class InGameInfo : MyCoroutine
|
|||
public void StartCam() { StartCoroutine(Co_StartCam()); }
|
||||
IEnumerator Co_StartCam()
|
||||
{
|
||||
while (DSUtil.CheckNull(MyValue.MyPC)) yield return null;
|
||||
while (!MyValue.bMyPC) yield return null;
|
||||
MyValue.MyPC.StartCam();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -64,7 +64,7 @@ public class BattleUI : MonoBehaviour
|
|||
|
||||
public void OnClick_Auto()
|
||||
{
|
||||
if (!DSUtil.CheckNull(MyValue.MyPC))
|
||||
if (MyValue.bMyPC)
|
||||
{
|
||||
MyValue.MyPC.Set_Auto();
|
||||
Set_Auto();
|
||||
|
|
@ -79,7 +79,7 @@ public class BattleUI : MonoBehaviour
|
|||
public void OnClick_Attack()
|
||||
{
|
||||
var pc = MyValue.MyPC;
|
||||
if (!DSUtil.CheckNull(pc))
|
||||
if (MyValue.bMyPC)
|
||||
{
|
||||
if (DSUtil.CheckNull(pc.Get_Target()) || pc.Get_Target().IsDead())
|
||||
pc.Set_Target();
|
||||
|
|
@ -89,7 +89,7 @@ public class BattleUI : MonoBehaviour
|
|||
|
||||
public void OnClick_Avoid()
|
||||
{
|
||||
if (!DSUtil.CheckNull(MyValue.MyPC))
|
||||
if (MyValue.bMyPC)
|
||||
MyValue.MyPC.Play_Dodge();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -178,7 +178,7 @@ public enum eStat
|
|||
Reduction_in_Immediate_Harvest_Cost,
|
||||
Reclaim_Used_Resources,
|
||||
|
||||
DMG_TO_HP,
|
||||
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE,
|
||||
|
||||
None
|
||||
}
|
||||
|
|
@ -228,7 +228,7 @@ public enum eSkillEnhance
|
|||
None,
|
||||
CRI_Dmg, BuffTime_Up, Blooding, HP_Drain, ATK_Up, HP_Up, MP_Up, Skill_Dmg, Stun, MP_Drain, DEF_Down, M_DEF_Down,
|
||||
STR_Up, DEX_Up, INT_Up, LUCK_Up, ATK_SPD_Up, MOV_SPD_Up, PIERCING, Boss_Dmg, Monster_Dmg, GoldHunter, MP_Down, AttackRange_Up,
|
||||
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up,
|
||||
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up, SkillDmg_DECREASE, BaseDmg_DECREASE,
|
||||
|
||||
DMG_TO_HP,
|
||||
|
||||
|
|
|
|||
|
|
@ -76,7 +76,8 @@ public static class MyValue
|
|||
};
|
||||
public static string Get_AnimName(eAnim _animtype) { return dic_animNames[_animtype]; }
|
||||
static PCActor _mypc;
|
||||
public static PCActor MyPC { get { return _mypc; } set { _mypc = value; } }
|
||||
public static PCActor MyPC { get { return _mypc; } set { _mypc = value; bMyPC = value; } }
|
||||
public static bool bMyPC;
|
||||
|
||||
public static int ChatLimitLV = 1, PotionAddMin = 15;
|
||||
public static int[] arr_NeedMixCount = new int[] { 0, 10, 10, 10, 10, 10, 10, 0 }; // 등급에 따른 합성에 필요 갯수
|
||||
|
|
@ -778,6 +779,8 @@ public class ActorStatInfo
|
|||
case eSkillEnhance.ATK_SPD_Up: Set_Stat(true, eStat.HERO_ATK_SPD, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.CRI_Up: Set_Stat(true, eStat.CRI, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.DMG_TO_HP: Set_Stat(true, eStat.DMG_TO_HP, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.SkillDmg_DECREASE: Set_Stat(true, eStat.SkillDmg_DECREASE, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.BaseDmg_DECREASE: Set_Stat(true, eStat.BaseDmg_DECREASE, skilldata.f_ExtraValue1); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ public class FloatingJoystick : Joystick
|
|||
|
||||
private void Update()
|
||||
{
|
||||
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
||||
if (MyValue.bMyPC && MyValue.MyPC.CanMove())
|
||||
{
|
||||
// Cursor.lockState를 None으로 설정하여 마우스 고정 해제
|
||||
if (Cursor.lockState == CursorLockMode.Locked)
|
||||
|
|
@ -44,7 +44,7 @@ public class FloatingJoystick : Joystick
|
|||
{
|
||||
background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
|
||||
background.gameObject.SetActive(true);
|
||||
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
||||
if (MyValue.bMyPC && MyValue.MyPC.CanMove())
|
||||
{
|
||||
MyValue.MyPC.Set_AutoBraking(false);
|
||||
MyValue.MyPC.Set_JoystickStatus(1);
|
||||
|
|
@ -56,7 +56,7 @@ public class FloatingJoystick : Joystick
|
|||
{
|
||||
background.gameObject.SetActive(false);
|
||||
base.OnPointerUp(eventData);
|
||||
if (!DSUtil.CheckNull(MyValue.MyPC) && MyValue.MyPC.CanMove())
|
||||
if (MyValue.bMyPC && MyValue.MyPC.CanMove())
|
||||
{
|
||||
MyValue.MyPC.Set_JoystickStatus(0);
|
||||
MyValue.MyPC.Set_AutoBraking(true);
|
||||
|
|
|
|||
|
|
@ -3,12 +3,16 @@
|
|||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- Projectile
|
||||
- Mob
|
||||
- Pet
|
||||
- Summon
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
- Ignore Raycast
|
||||
-
|
||||
- Actor
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
|
|
|
|||
Loading…
Reference in New Issue