마검사 스킬 3종

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Ino 2025-01-11 12:20:35 +09:00
parent b97f5a86cc
commit b17aaea41f
15 changed files with 1422 additions and 4 deletions

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@ -834,6 +834,7 @@ public class Actor : MyCoroutine
public int Get_ID() { return m_ID; }
public virtual int Get_Group() { return 0; }
public virtual NavMeshAgent Get_Agent() { return m_NavMeshAgent; }
public Vector3 Get_position() { return transform.position; }
public Vector3 Get_Center_position()
{
@ -1830,14 +1831,22 @@ public class Actor : MyCoroutine
if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 3, 0, 0f, s);
#endif
}
/// <summary>
/// 0 None, 1 스킬 사용 시 이동 금지
/// </summary>
public virtual void SkillEvent(int a)
{
#if UNITY_EDITOR
if (SettingsMain.Ins) SettingsMain.Ins.Add_Event(System.Reflection.MethodBase.GetCurrentMethod().Name, 1, a);
#endif
Shoot_Skill();
if (m_NavMeshAgent.isOnNavMesh)
if (a == 0 && m_NavMeshAgent.isOnNavMesh) // 움직임 가능
m_NavMeshAgent.isStopped = false;
else if (a == 1)
{
IsStop = true;
m_NavMeshAgent.ResetPath();
}
}
public virtual void Indicator(int a)
{

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@ -75,7 +75,7 @@ public class MyActor : Actor
Use_Skill(m_Magic.m_SkillTableData, false, m_Magic.m_uiIndex);
else if (CurAnim != eAnim.Attack && m_attackCoolTime > 0f)
Play_Idle();
else
else if(CurAnim != eAnim.Skill && CurAnim != eAnim.Dodge)
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
}
}

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@ -0,0 +1,65 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.TextCore.Text;
public class Skill_BrutalSlash : ProjectileBase
{
[Header("기본 투사체")]
public string m_projectile = "Projectile_BrutalSlash";
[Header("투사체 지속 시간")]
public float projectileTime = 2f;
[Header("마지막 투사체")]
public string m_projectilelast = "Projectile_BrutalSlashLast";
List<ProjectileData> list_PD = new List<ProjectileData>
{
new ProjectileData(),new ProjectileData(),new ProjectileData(),new ProjectileData(),
};
public override void Set(ProjectileData _data)
{
base.Set(_data);
_data.LifeTime = projectileTime;
for (int i = 0; i < list_PD.Count; i++)
_data.Copy(list_PD[i]);
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
int i = 0;
yield return new WaitForSeconds(0.3f);
Shoot_Projectile(i++, m_projectile);
yield return new WaitForSeconds(0.3f);
Shoot_Projectile(i++, m_projectile);
yield return new WaitForSeconds(0.4f);
Shoot_Projectile(i++, m_projectile);
yield return new WaitForSeconds(1.0f);
Shoot_Projectile(i++, m_projectilelast);
yield return null;
Off(true);
m_ProjectTileData.shooter.Stop(false);
}
void Shoot_Projectile(int index, string proj)
{
ProjectileInfo.Ins.Shoot_Projectile(proj, list_PD[index], pb =>
{
Vector3 randomPosition = GetRandomPositionInSector();
pb.m_Pierce = true;
pb.transform.position = m_ProjectTileData.shooter.Get_CenterPositionFoward();
pb.transform.LookAt(
new Vector3(randomPosition.x, m_ProjectTileData.shooter.Get_Center_position().y, randomPosition.z));
});
}
Vector3 GetRandomPositionInSector()
{
return (Random.insideUnitSphere * 10f) +
(m_ProjectTileData.shooter.Get_position() + m_ProjectTileData.shooter.transform.forward * 20f);
}
}

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@ -199,7 +199,7 @@ public enum eEffect
Skill_Shield, Skill_Bead, Skill_ExplosionArea, Skill_SpiritBless, Skill_SwordShield, Skill_StraightBurst, Skill_Resurrection,
Skill_IceBolt, Skill_Fireball, Skill_FireBolt, Skill_EnergyBall, Skill_Blizzard, Skill_Flower, Skill_Golem, Skill_EarthWorm,
Skill_Hurricane, Skill_EatSnack, Skill_ShieldAttack, Skill_JumpAttack, Skill_ManaBurst, Skill_DaggerThrow, Skill_OneHandCombo1,
Skill_FatalBlow, Skill_DashSlash, Skill_EnergySlash,
Skill_FatalBlow, Skill_DashSlash, Skill_EnergySlash, Skill_BrutalSlash,
Skill_Poison,