보스 아이스 골렘 완료
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@ -850,6 +850,8 @@ public class Actor : MyCoroutine
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}
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transform.position = targetPos; // 최종 위치 설정
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if (!DSUtil.IsValidPos_onNaveMesh(targetPos))
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transform.position = DSUtil.Get_RandomPos_onNavMesh(targetPos);
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}
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public void Set_Invisible(float invisibleTime, Action actVisible) { StartCoroutine(Co_Invisible(invisibleTime, actVisible)); }
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IEnumerator Co_Invisible(float invisibleTime, Action actVisible)
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@ -1036,6 +1038,7 @@ public class Actor : MyCoroutine
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if (dic_ccData[eCC.Attract].CCTime > 0f) return true;
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if (dic_ccData[eCC.KnockedAirborne].CCTime > 0f) return true;
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if (!ignoreknockback && dic_ccData[eCC.KnockBack].CCTime > 0f) return true;
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if (!ignoreknockback && dic_ccData[eCC.KnockBack_byHitter].CCTime > 0f) return true;
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if (dic_ccData[eCC.Stun].CCTime > 0f) return true;
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return false;
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}
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@ -1259,8 +1262,17 @@ public class Actor : MyCoroutine
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case eSkillExtraType.Blind:
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GlobalVolumeMgr.Ins.Set(1, LifeTime);
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break;
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case eSkillExtraType.KnockbackStun:
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KnockBack(val1, 4f, () => { Stun(val2, true); });
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case eSkillExtraType.KnockBack_byHitter:
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{
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var a = _dinfo.Beater.Get_position();
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var b = Get_position();
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// 왼쪽 a == 0,0,0 b == -1,0,0
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// 오른쪽 a == 0,0.0 b == 1,0,0
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// 앞 a == 0,0,0 b == 0,0,1
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// 뒤 a == 0,0,0 b == 0,0,-1
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Knockback_byHitter((b - a).normalized, val1, 10.0f, () => { Stun(val2, true); });
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TimeMgr.Ins.Set_TimeScale(0.025f, 0.05f);
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}
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break;
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}
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@ -1603,6 +1615,8 @@ public class Actor : MyCoroutine
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if (dic_ccData[eCC.KnockBack].CCTime < 0.1f) dic_ccData[eCC.KnockBack].CCTime = 0.1f;
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dic_ccData[eCC.KnockBack].CCReduceTime += 0.05f;
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StopMove_Imm(false);
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while (dic_ccData[eCC.KnockBack].CCTime > 0f)
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{
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dic_ccData[eCC.KnockBack].CCTime -= Time.deltaTime;
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@ -1612,7 +1626,6 @@ public class Actor : MyCoroutine
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}
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dic_ccData[eCC.KnockBack].CCTime = 0f;
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On_NavMeshAgent();
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after?.Invoke();
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if (StunAfterKnockBackTime > 0)
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@ -1620,6 +1633,8 @@ public class Actor : MyCoroutine
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Stun(StunAfterKnockBackTime, true);
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StunAfterKnockBackTime = 0f;
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}
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else
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On_NavMeshAgent();
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#if UNITY_EDITOR
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if (SceneManager.GetActiveScene().name == "StatTest")
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@ -1630,6 +1645,44 @@ public class Actor : MyCoroutine
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}
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public void Stun_AfterKnockBack(float time) { StunAfterKnockBackTime = time; }
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#endregion
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#region 상태이상 : 상대 기준으로 밀리기
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public virtual void Knockback_byHitter(Vector3 dir, double _time, float speed = 4f, Action after = null, bool ignorePreknockback = false)
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{
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if (m_Stat.Get_Stat(eStat.CC_Immunity) > 0) return;
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if (IsRole(eRole.OBJ) || IsSubRole(eSubRol.Boss) || DSUtil.CheckNull(m_NavMeshAgent)) return;
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StopCoroutine(nameof(Co_Knockback_byHitter)); // 중복 방지
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StartCoroutine(Co_Knockback_byHitter(dir, _time, speed, after));
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}
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IEnumerator Co_Knockback_byHitter(Vector3 dir, double _time, float speed, Action after)
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{
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dic_ccData[eCC.KnockBack_byHitter].CCTime = _time;
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m_NavMeshAgent.enabled = false;
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while (dic_ccData[eCC.KnockBack_byHitter].CCTime > 0f)
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{
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dic_ccData[eCC.KnockBack_byHitter].CCTime -= Time.deltaTime;
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transform.position += (Time.deltaTime * speed * dir);
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Set_Warp(transform.position);
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yield return null;
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}
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after?.Invoke();
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|
||||
if (StunAfterKnockBackTime > 0)
|
||||
{
|
||||
Stun(StunAfterKnockBackTime, true);
|
||||
StunAfterKnockBackTime = 0f;
|
||||
}
|
||||
else
|
||||
On_NavMeshAgent();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (SceneManager.GetActiveScene().name == "StatTest")
|
||||
transform.localPosition = Vector3.zero;
|
||||
#endif
|
||||
}
|
||||
#endregion
|
||||
#region 상태이상 : 특정 위치로 끌어당기기
|
||||
public virtual void Attract(Vector3 _pos)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -39,9 +39,7 @@ public class Boss_IceGolem : BossMobActor
|
|||
CoolTime_Skill1 = 1f;
|
||||
CoolTime_Skill2 = 2f;
|
||||
|
||||
CoolTime_Skill1 = 100f;
|
||||
CoolTime_Skill2 = 1f;
|
||||
Skill1CoolTime = 100f;
|
||||
Skill1CoolTime = CoolTime_Skill1 = 10f;
|
||||
Skill2CoolTime = 1f;
|
||||
}
|
||||
|
||||
|
|
@ -136,6 +134,6 @@ public class Boss_IceGolem : BossMobActor
|
|||
protected override void Set_Skill2Projectile(ProjectileBase pb)
|
||||
{
|
||||
var pd = pb.Get_ProjectTileData();
|
||||
pd.Set_SkillExtra_MakeSkillListTableData(eSkillExtraType.KnockbackStun, Skill2KnockBackTime, Skill2StunTime);
|
||||
pd.Set_SkillExtra_MakeSkillListTableData(eSkillExtraType.KnockBack_byHitter, Skill2KnockBackTime, Skill2StunTime);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class TimeMgr : MonoBehaviourSingletonTemplate<TimeMgr>
|
||||
{
|
||||
private void Start()
|
||||
{
|
||||
DontDestroy();
|
||||
}
|
||||
|
||||
public void Set_TimeScale(float delaytime, float _timescale)
|
||||
{
|
||||
StartCoroutine(Run_Coroutine(delaytime, _timescale));
|
||||
}
|
||||
|
||||
IEnumerator Run_Coroutine(float delaytime, float _timescale)
|
||||
{
|
||||
Time.timeScale = _timescale;
|
||||
yield return new WaitForSeconds(delaytime);
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cc1d3bc18379c0a4196064b2ab851346
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -8,7 +8,7 @@ public enum eSkillTarget { Enemy, Self, SelfEnemy, Team, Pet }
|
|||
public enum eSkillExtraType { None, Frost, Cure, Freezing, Blood, Poison, Burn, Stun, Slow, StatUp, ManaShield, SwordShield,
|
||||
SpeedUp, DefenceDecrease, Aggro, VampirHeal, Knockback, Airborne, Curse, ManaBurn, HPBurn,
|
||||
SilenceCurse, Barrier, Reincarnation, Blind, PerHPBuff_SPD, PerHPBuff_ADEF, PerHPBuff_AMDEF,
|
||||
PerHPBuff_AASPD, PerHPBuff_AMSPD, PerHPBuff_Projectile, KnockbackStun, Revive30 }
|
||||
PerHPBuff_AASPD, PerHPBuff_AMSPD, PerHPBuff_Projectile, KnockBack_byHitter, Revive30 }
|
||||
|
||||
public class SkillListTableData : TableDataBase
|
||||
{
|
||||
|
|
|
|||
|
|
@ -65,7 +65,8 @@ public class MonsterSimpleInfo : MonoBehaviourSingletonTemplate<MonsterSimpleInf
|
|||
{
|
||||
sprites[1].canvasRenderer.SetAlpha(1f);
|
||||
MyValue.MyPC.Change_Target(true, m_Actor);
|
||||
MyValue.m_RealCamera.Set_LockTarget(m_Actor.transform);
|
||||
if (m_Actor.IsRole(eRole.Mob) && m_Actor.IsSubRole(eSubRol.Boss))
|
||||
MyValue.m_RealCamera.Set_LockTarget(m_Actor.transform);
|
||||
}
|
||||
else
|
||||
Set_DelLockTarget(false);
|
||||
|
|
|
|||
|
|
@ -14,6 +14,9 @@ using PlayFab.ClientModels;
|
|||
using UnityEngine.AI;
|
||||
using CodeStage.AntiCheat.ObscuredTypes;
|
||||
using static UnityEngine.GraphicsBuffer;
|
||||
using static UnityEngine.UI.Image;
|
||||
using Unity.Burst.CompilerServices;
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -961,6 +964,17 @@ public static partial class DSUtil
|
|||
// Return the random reachable location on the NavMesh
|
||||
return randomPoint;
|
||||
}
|
||||
public static bool IsValidPos_onNaveMesh(Vector3 pos, float maxDistance = 0f)
|
||||
{
|
||||
NavMeshHit hit;
|
||||
// maxDistance 안에서 pos에 가장 가까운 NavMesh 위치 찾기
|
||||
if (NavMesh.SamplePosition(pos, out hit, maxDistance, NavMesh.AllAreas))
|
||||
{
|
||||
// 유효한 위치가 있고 너무 멀리 떨어지지 않았으면 true
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static List<ItemData> list_CombineSameItem = new List<ItemData>();
|
||||
public static List<ItemData> CombineSameItem(List<ItemData> lst)
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ public enum eCC {
|
|||
ATK_Mul, DEF_Mul, MDEF_Mul, PerHPBuff_AASPD, PerHPBuff_AMSPD,
|
||||
|
||||
// 움직임 제한
|
||||
Freeze, Attract, KnockedAirborne, KnockBack, Stun,
|
||||
Freeze, Attract, KnockedAirborne, KnockBack, Stun, KnockBack_byHitter,
|
||||
|
||||
Max }
|
||||
public enum eAddExtraType { None,
|
||||
|
|
|
|||
Loading…
Reference in New Issue