일꾼 작업 중...
This commit is contained in:
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@ -61,6 +61,7 @@ MonoBehaviour:
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@ -0,0 +1,31 @@
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m_Address: Assets/Res_Addr/Worker
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@ -33,6 +33,7 @@ classconfig 에 의해 정해짐
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messageinfo 엄청 느린 버그
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messageinfo 엄청 느린 버그
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화살의 경우 화살 궤적 추가하자
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화살의 경우 화살 궤적 추가하자
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몬스터 아이템 드랍 (랜덤백 id와 등급 2개 필요)
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미믹 던전
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미믹 던전
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- 결과 화면 (승리 보상 지급)
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- 결과 화면 (승리 보상 지급)
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@ -62,4 +63,3 @@ messageinfo 엄청 느린 버그
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일꾼 추가
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일꾼 추가
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몬스터 아이템 드랍
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@ -0,0 +1,8 @@
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@ -767,7 +767,6 @@ MonoBehaviour:
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--- !u!4 &868229579
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--- !u!4 &868229579
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@ -1282,6 +1281,8 @@ MonoBehaviour:
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- m_LabelString: mainui
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- m_LabelString: mainui
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- m_LabelString: animations
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- m_LabelString: animations
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- m_LabelString: pccostumeimage
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- m_LabelString: pccostumeimage
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- m_LabelString: loading
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@ -1537,7 +1538,6 @@ MonoBehaviour:
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--- !u!1 &1902488690
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--- !u!1 &1902488690
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@ -0,0 +1,126 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WorkerActor : Actor
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{
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EquipmentTableBase m_FairyTableData;
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DropItem go_finditem;
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float SeekTime = 5f, t;
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byte Status = 0; // 0 아이들, 1 캐릭터 뒤로 이동 중, 2 아이템으로 이동 중
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protected override void Awake()
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{
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base.Awake();
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m_Stat = new ActorStatInfo(eRole.Fairy, ServerInfo.Ins.m_ServerData, null);
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}
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public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false)
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{
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base.Set(isEnemy, owner, sdata, _id, _stop);
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m_FairyTableData = table_fairy.Ins.Get_Data(_id);
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if (!_ui)
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{
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int lv = sdata.Get_SmeltingLv(_id);
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m_NavMeshAgent.speed = m_NavSpeed = 6f; // TODO 정인호 : 요정은 날개로 변경될 예정 m_FairyTableData.Get_StatValue(eStat.FairyMoveSpeed, lv);
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t = SeekTime = 2f; //m_FairyTableData.Get_StatValue(eStat.FairySeek, lv);
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Set_Warp(Get_Pos());
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if (!m_NavMeshAgent.isOnNavMesh)
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Set_Warp(Get_Pos());
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Status = 0;
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}
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}
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Vector3 Get_Pos()
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{
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return DSUtil.Get_RandomPos_onNavMesh(MyValue.MyPC.Get_position(), 0f, 1f);
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}
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protected override void Update()
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{
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t -= Time.deltaTime;
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switch (Status)
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{
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case 0: // 대기 중
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if (DSUtil.CheckNull(go_finditem) || !go_finditem.gameObject.activeInHierarchy)
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go_finditem = DropItemInfo.Ins.Get_NearestDropItem(Get_position());
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if (t > 0f)
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{
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if (go_finditem)
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{ // 다음 아이템으로 미리 가서 대기
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Play_Run();
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Set_Path(go_finditem.transform.position);
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Status = 3;
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}
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}
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else
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{
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if (go_finditem && Set_Path(go_finditem.transform.position))
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{
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Play_Run();
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Status = 2;
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}
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}
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if (Status == 0 && Vector3.Distance(MyValue.MyPC.Get_position(), Get_position()) > 3f)
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{ // 캐릭터 근처로 옴
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Play_Run();
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Set_Path(Get_Pos());
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Status = 1;
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}
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break;
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case 1: // 캐릭터 뒤로 가는 중
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if (Complete_Destination())
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{
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Play_Idle();
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Status = 0;
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}
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break;
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case 2: // 아이템으로 뛰어가는 중
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if (CurAnim >= eAnim.Attack)
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{
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if (!isPlaying())
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{
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Play_Idle();
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Status = 0;
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t = SeekTime;
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}
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}
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else if (Complete_Destination())
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{
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if (!DSUtil.CheckNull(go_finditem))
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{
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if (go_finditem.gameObject.activeInHierarchy)
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{
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Play_Attack(Random.Range(0, 2), 1f);
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if (go_finditem.ItemTouch(this))
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ServerInfo.Ins.m_ServerData.Add_TitleCondition(46, 47); // 칭호 : 요정은 내 친구, 요정은 내 노예
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}
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else
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{
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Play_Idle();
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Status = 0;
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t = SeekTime;
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}
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go_finditem = null;
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}
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else
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{
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Play_Idle();
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Status = 0;
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t = SeekTime;
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}
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}
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break;
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case 3: // 아무것도 안함
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if (CurAnim != eAnim.Idle && Complete_Destination())
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Play_Idle();
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if (t <= 0f)
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Status = 0;
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break;
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}
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}
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}
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