블레이드 댄서 기본 세팅, 쌍수 기본 세팅

This commit is contained in:
Ino 2025-01-14 14:12:32 +09:00
parent 66973560b3
commit aad926718e
30 changed files with 8765 additions and 524 deletions

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@ -234,19 +234,20 @@ public static class MyEditorUtil
if (wristL != null) if (wristL != null)
{ {
var shield = FindDeepChild(prefabAsset.transform, "w_shield"); var strName = "w_shield";
if (shield == null) shield = new GameObject("w_shield").transform; var shield = FindDeepChild(prefabAsset.transform, strName);
if (shield == null) shield = new GameObject(strName).transform;
shield.parent = wristL; shield.parent = wristL;
shield.localPosition = new Vector3(0.1238701f, -0.02092049f, -0.1054159f); shield.localPosition = new Vector3(0.1238701f, -0.02092049f, -0.1054159f);
shield.localEulerAngles = new Vector3(32.28088f, 2.733658f, 4.798194f); shield.localEulerAngles = new Vector3(32.28088f, 2.733658f, 4.798194f);
shield.localScale = Vector3.one * 0.5f; shield.localScale = Vector3.one * 0.5f;
list_tr.Add(shield); list_tr.Add(shield);
} }
if (wristR != null) if (wristR != null)
{ {
var mace = FindDeepChild(prefabAsset.transform, "w_righthand"); var strName = "w_righthand";
if (mace == null) mace = new GameObject("w_righthand").transform; var mace = FindDeepChild(prefabAsset.transform, strName);
if (mace == null) mace = new GameObject(strName).transform;
mace.parent = wristR; mace.parent = wristR;
mace.localPosition = new Vector3(-0.04300008f, 0.02999998f, -0.01899974f); mace.localPosition = new Vector3(-0.04300008f, 0.02999998f, -0.01899974f);
mace.localEulerAngles = new Vector3(-85.83548f, -95.7005f, -3.785309f); mace.localEulerAngles = new Vector3(-85.83548f, -95.7005f, -3.785309f);
@ -256,8 +257,9 @@ public static class MyEditorUtil
if (wristR != null) if (wristR != null)
{ {
var onehand = FindDeepChild(prefabAsset.transform, "w_onehand"); var strName = "w_onehand";
if (onehand == null) onehand = new GameObject("w_onehand").transform; var onehand = FindDeepChild(prefabAsset.transform, strName);
if (onehand == null) onehand = new GameObject(strName).transform;
onehand.parent = wristR; onehand.parent = wristR;
onehand.localPosition = new Vector3(-0.0546f, -0.001f, -0.0271f); onehand.localPosition = new Vector3(-0.0546f, -0.001f, -0.0271f);
onehand.localEulerAngles = new Vector3(0f, 107.83f, 0f); onehand.localEulerAngles = new Vector3(0f, 107.83f, 0f);
@ -265,6 +267,29 @@ public static class MyEditorUtil
list_tr.Add(onehand); list_tr.Add(onehand);
} }
if (wristL != null)
{
var strName = "w_bladedancer_l";
var bd_l = FindDeepChild(prefabAsset.transform, strName);
if (bd_l == null) bd_l = new GameObject(strName).transform;
bd_l.parent = wristL;
bd_l.localPosition = new Vector3(0.0413f, 0.015f, 0.0255f);
bd_l.localEulerAngles = new Vector3(6.747354f, -168.0254f, 157.2563f);
bd_l.localScale = Vector3.one;
list_tr.Add(bd_l);
}
if (wristR != null)
{
var strName = "w_bladedancer_r";
var bd_r = FindDeepChild(prefabAsset.transform, strName);
if (bd_r == null) bd_r = new GameObject(strName).transform;
bd_r.parent = wristR;
bd_r.localPosition = new Vector3(-0.0546f, -0.001f, -0.0271f);
bd_r.localEulerAngles = new Vector3(0f, 107.83f, 0f);
bd_r.localScale = Vector3.one * 0.8f;
list_tr.Add(bd_r);
}
pcactor.tfs_weapon = list_tr.ToArray(); pcactor.tfs_weapon = list_tr.ToArray();
// 수정한 프리팹 저장 // 수정한 프리팹 저장

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@ -80,7 +80,7 @@ public class PCActor : MyActor
{ {
m_AvoidCoolTime -= Time.deltaTime; m_AvoidCoolTime -= Time.deltaTime;
m_AvoidCoolTime.RandomizeCryptoKey(); m_AvoidCoolTime.RandomizeCryptoKey();
if(!DSUtil.CheckNull(NewGameUI.Ins)) NewGameUI.Ins.m_BattleUI.Set_Avoid(m_AvoidCoolTime); if (!DSUtil.CheckNull(NewGameUI.Ins)) NewGameUI.Ins.m_BattleUI.Set_Avoid(m_AvoidCoolTime);
} }
Update_Move(); Update_Move();
@ -98,7 +98,8 @@ public class PCActor : MyActor
} }
public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _isstop, bool _ui = false) public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _isstop, bool _ui = false)
{ {
if (DSUtil.CheckNull(arr_PCSkillCard) && !DSUtil.CheckNull(NewGameUI.Ins)) arr_PCSkillCard = NewGameUI.Ins.m_BattleUI.skillCards; if (DSUtil.CheckNull(arr_PCSkillCard) && !DSUtil.CheckNull(NewGameUI.Ins))
arr_PCSkillCard = NewGameUI.Ins.m_BattleUI.skillCards;
if (!DSUtil.CheckNull(arr_PCSkillCard)) if (!DSUtil.CheckNull(arr_PCSkillCard))
{ // 스킬 설정 { // 스킬 설정
for (int i = 0; i < arr_PCSkillCard.Length; i++) for (int i = 0; i < arr_PCSkillCard.Length; i++)
@ -301,6 +302,12 @@ public class PCActor : MyActor
case "Elven_Sword_01": case "Elven_Sword_01":
Make_Weapon(fullpath, tfs_weapon[2], Vector3.zero, Vector3.one); Make_Weapon(fullpath, tfs_weapon[2], Vector3.zero, Vector3.one);
break; break;
case "Dagger1":
Make_Weapon(fullpath, tfs_weapon[3], Vector3.zero, Vector3.one);
break;
case "Dagger2":
Make_Weapon(fullpath, tfs_weapon[4], Vector3.zero, Vector3.one);
break;
} }
} }
} }

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@ -55,6 +55,8 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
DSUtil.InActivateGameObjects(gos, 3); DSUtil.InActivateGameObjects(gos, 3);
break; break;
} }
m_BattleUI.Set(eUICardType.Use, ServerInfo.Ins.m_ServerData.Equip.Preset);
} }
public TextMeshProUGUI text_joysticktype; public TextMeshProUGUI text_joysticktype;