Mummy_King, Aspethis_D, 침묵의 저주 추가, 이펙트 재활용 추가 등
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@ -66,6 +66,7 @@ public class Actor : MyCoroutine
|
|||
protected Dictionary<eSkillExtraType, bool> dic_skillextra = new Dictionary<eSkillExtraType, bool>();
|
||||
protected Dictionary<eCC, CCData> dic_ccData = new Dictionary<eCC, CCData>();
|
||||
protected Dictionary<eCC, Dictionary<Actor, double>> dic_ccAddRate = new Dictionary<eCC, Dictionary<Actor, double>>();
|
||||
protected Dictionary<eCC, TurnOff_GO> dic_CCEffect = new Dictionary<eCC, TurnOff_GO>();
|
||||
|
||||
protected void Init_CC()
|
||||
{
|
||||
|
|
@ -77,6 +78,8 @@ public class Actor : MyCoroutine
|
|||
dic_ccAddRate.Clear();
|
||||
foreach (var key in dic_skillextra.Keys.ToList())
|
||||
dic_skillextra[key] = false;
|
||||
foreach (var key in dic_CCEffect.Keys.ToList())
|
||||
dic_CCEffect[key].Off_Imm();
|
||||
}
|
||||
protected void Check_CCAddRate(eCC cc, Actor actor, double v = 0)
|
||||
{
|
||||
|
|
@ -147,6 +150,7 @@ public class Actor : MyCoroutine
|
|||
protected virtual void OnEnable()
|
||||
{
|
||||
if (gos_Effect != null) DSUtil.InActivateGameObjects(gos_Effect);
|
||||
StartCoroutine(Co_Update_ETC());
|
||||
}
|
||||
|
||||
protected virtual void OnDestroy()
|
||||
|
|
@ -154,33 +158,46 @@ public class Actor : MyCoroutine
|
|||
if (m_HUDUI) m_HUDUI.Off();
|
||||
}
|
||||
|
||||
virtual protected void Update()
|
||||
{
|
||||
Update_ETC();
|
||||
}
|
||||
virtual protected void Update() { }
|
||||
|
||||
protected void Update_ETC()
|
||||
IEnumerator Co_Update_ETC()
|
||||
{
|
||||
foreach (var item in dic_ccData)
|
||||
while (true)
|
||||
{
|
||||
if (item.Value.CCReduceTime > 0f)
|
||||
{
|
||||
item.Value.CCReduceTime -= 0.0001f;
|
||||
if (item.Value.CCReduceTime < 0f)
|
||||
item.Value.CCReduceTime = 0f;
|
||||
}
|
||||
yield return null;
|
||||
|
||||
if (item.Value.TimeUpdate && item.Value.CCTime > 0)
|
||||
foreach (var item in dic_ccData)
|
||||
{
|
||||
item.Value.CCTime -= Time.deltaTime;
|
||||
if (item.Value.CCTime <= 0)
|
||||
if (item.Value.CCReduceTime > 0f)
|
||||
{
|
||||
switch (item.Key)
|
||||
item.Value.CCReduceTime -= 0.0001f;
|
||||
if (item.Value.CCReduceTime < 0f)
|
||||
item.Value.CCReduceTime = 0f;
|
||||
}
|
||||
|
||||
if (item.Value.TimeUpdate && item.Value.CCTime > 0)
|
||||
{
|
||||
item.Value.CCTime -= Time.deltaTime;
|
||||
|
||||
if (item.Key == eCC.SilenceCurse)
|
||||
{
|
||||
case eCC.STR_Mul_Up: Off_StatUpBuff(eStat.STR); break;
|
||||
case eCC.DEX_Mul_Up: Off_StatUpBuff(eStat.DEX); break;
|
||||
case eCC.INT_Mul_Up: Off_StatUpBuff(eStat.INT); break;
|
||||
case eCC.LUK_Mul_Up: Off_StatUpBuff(eStat.LUK); break;
|
||||
item.Value.CC1Sec += Time.deltaTime;
|
||||
if (item.Value.CC1Sec >= 1f)
|
||||
{
|
||||
item.Value.CC1Sec = 0f;
|
||||
Heal_MP(-(Get_MaxMP() * item.Value.CCDmg));
|
||||
}
|
||||
}
|
||||
|
||||
if (item.Value.CCTime <= 0)
|
||||
{
|
||||
switch (item.Key)
|
||||
{
|
||||
case eCC.STR_Mul_Up: Off_StatUpBuff(eStat.STR); break;
|
||||
case eCC.DEX_Mul_Up: Off_StatUpBuff(eStat.DEX); break;
|
||||
case eCC.INT_Mul_Up: Off_StatUpBuff(eStat.INT); break;
|
||||
case eCC.LUK_Mul_Up: Off_StatUpBuff(eStat.LUK); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -413,7 +430,7 @@ public class Actor : MyCoroutine
|
|||
if (m_Stat.Get_Stat(eStat.MP) <= 0)
|
||||
{
|
||||
dic_ccData[eCC.ManaShield].CCTime = 0d;
|
||||
dic_ccData[eCC.ManaShield].Off_Effect();
|
||||
dic_CCEffect[eCC.ManaShield].Off_Imm();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -466,7 +483,7 @@ public class Actor : MyCoroutine
|
|||
{
|
||||
other.DotDamage(eCC.Burn, pd.shooter.Get_DamageInfo(pd), ccData.CCTime,
|
||||
pd.m_SkillListTableData.f_ExtraValue2 + pd.CC_AddVal1, pd.m_SkillListTableData.f_ExtraValue3);
|
||||
pd.m_ProjectileBase.Show_Effect(other, (float)ccData.CCTime, ccData);
|
||||
pd.m_ProjectileBase.Show_Effect(other, (float)ccData.CCTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -576,6 +593,10 @@ public class Actor : MyCoroutine
|
|||
if (skilldata.n_SkillClassID > 0 && skilldata.n_SkillClassID != m_ID)
|
||||
return false;
|
||||
|
||||
// 침묵의 저주에 걸린 경우 스킬 사용 불가
|
||||
var SilenceCurseData = Get_CCData(eCC.SilenceCurse);
|
||||
if (SilenceCurseData.CCTime > 0f) return false;
|
||||
|
||||
m_Magic = dic_MagicData[index];
|
||||
|
||||
if (IsDead() || IsCC() || CurAnim >= eAnim.Skill)
|
||||
|
|
@ -1003,13 +1024,19 @@ public class Actor : MyCoroutine
|
|||
SkillTypeConfigTableData skillExtraData = _dinfo.Beater_pd.m_skillTypeConfigTable;
|
||||
ActorStatInfo statinfo = _dinfo.Beater.Get_StatInfo();
|
||||
|
||||
CCData ccdata = null;
|
||||
eCC curCC = eCC.Max;
|
||||
float LifeTime = val1 + pd.CC_AddTime;
|
||||
switch (skillExtraData.e_SkillExtraType)
|
||||
{
|
||||
// 적에게
|
||||
case eSkillExtraType.Frost:
|
||||
curCC = eCC.ATKSPD_Down;
|
||||
Buff_or_Debuff(eCC.ATKSPD_Down, LifeTime, val2 + pd.CC_AddVal1);
|
||||
Buff_or_Debuff(eCC.MOVSPD_Down, LifeTime, val3 + pd.CC_AddVal2);
|
||||
if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
|
||||
break;
|
||||
case eSkillExtraType.Slow:
|
||||
curCC = eCC.MOVSPD_Down;
|
||||
Buff_or_Debuff(eCC.ATKSPD_Down, LifeTime, val2 + pd.CC_AddVal1);
|
||||
Buff_or_Debuff(eCC.MOVSPD_Down, LifeTime, val3 + pd.CC_AddVal2);
|
||||
if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
|
||||
|
|
@ -1019,15 +1046,19 @@ public class Actor : MyCoroutine
|
|||
if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
|
||||
break;
|
||||
case eSkillExtraType.Burn:
|
||||
curCC = eCC.Burn;
|
||||
DotDamage(eCC.Burn, _dinfo.Copy(), LifeTime, val2 + pd.CC_AddVal1, val3);
|
||||
break;
|
||||
case eSkillExtraType.Blood:
|
||||
curCC = eCC.Blooding;
|
||||
DotDamage(eCC.Blooding, _dinfo.Copy(), LifeTime, val2, val3);
|
||||
break;
|
||||
case eSkillExtraType.Poison:
|
||||
curCC = eCC.Poison;
|
||||
DotDamage(eCC.Poison, _dinfo.Copy(), LifeTime, val2, val3);
|
||||
break;
|
||||
case eSkillExtraType.Stun:
|
||||
curCC = eCC.Stun;
|
||||
Stun(LifeTime);
|
||||
if (_dinfo.bExtraDmg)
|
||||
{
|
||||
|
|
@ -1036,6 +1067,7 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
break;
|
||||
case eSkillExtraType.DefenceDecrease:
|
||||
curCC = eCC.DEF_Down;
|
||||
Buff_or_Debuff(eCC.DEF_Down, LifeTime, val2);
|
||||
Buff_or_Debuff(eCC.M_DEF_Down, LifeTime, val3);
|
||||
if (_dinfo.bExtraDmg) Cal_Damage(_dinfo); // 추가 데미지
|
||||
|
|
@ -1052,13 +1084,14 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
break;
|
||||
case eSkillExtraType.ManaShield:
|
||||
curCC = eCC.ManaShield;
|
||||
LifeTime += LifeTime * pd.Get_SkillDamagePercent();
|
||||
Buff_or_Debuff(eCC.ManaShield, LifeTime, val3, 0, val2);
|
||||
ccdata = dic_ccData[eCC.ManaShield];
|
||||
Buff_or_Debuff(curCC, LifeTime, val3, 0, val2);
|
||||
break;
|
||||
case eSkillExtraType.SwordShield:
|
||||
break;
|
||||
case eSkillExtraType.SpeedUp:
|
||||
curCC = eCC.ATKSPD_Up;
|
||||
Buff_or_Debuff(eCC.ATKSPD_Up, LifeTime, val2);
|
||||
Buff_or_Debuff(eCC.MOVSPD_Up, LifeTime, val3);
|
||||
break;
|
||||
|
|
@ -1071,6 +1104,7 @@ public class Actor : MyCoroutine
|
|||
_dinfo.Beater.Heal_MP(val3);
|
||||
break;
|
||||
case eSkillExtraType.Cure:
|
||||
curCC = eCC.Cure;
|
||||
_dinfo.Beater.DotHeal(LifeTime, val2, _dinfo.Beater.Get_MaxHP() * val3, _dinfo.Beater.Get_MaxMP() * val3);
|
||||
break;
|
||||
case eSkillExtraType.Knockback:
|
||||
|
|
@ -1091,6 +1125,10 @@ public class Actor : MyCoroutine
|
|||
Heal(-hpburn);
|
||||
LifeTime = 1f;
|
||||
break;
|
||||
case eSkillExtraType.SilenceCurse: // 스킬 사용 불가 및 최대 마나 감소
|
||||
curCC = eCC.SilenceCurse;
|
||||
Buff_or_Debuff(curCC, LifeTime, val2);
|
||||
break;
|
||||
}
|
||||
|
||||
if (!dic_skillextra.ContainsKey(skillExtraData.e_SkillExtraType))
|
||||
|
|
@ -1102,7 +1140,20 @@ public class Actor : MyCoroutine
|
|||
dic_skillextra[skillExtraData.e_SkillExtraType] = false;
|
||||
}, LifeTime);
|
||||
|
||||
pd.m_ProjectileBase.Show_Effect(this, LifeTime, ccdata);
|
||||
// 기존 이펙트가 있으면 재활용
|
||||
if (curCC != eCC.Max && dic_CCEffect.ContainsKey(curCC) && dic_CCEffect[curCC].IsMyEffect(this) &&
|
||||
dic_CCEffect[curCC].gameObject.activeInHierarchy)
|
||||
dic_CCEffect[curCC].Reset_Time(LifeTime);
|
||||
else
|
||||
pd.m_ProjectileBase.Show_Effect(this, LifeTime, ccffect =>
|
||||
{
|
||||
if (curCC != eCC.Max)
|
||||
{
|
||||
if (!dic_CCEffect.ContainsKey(curCC))
|
||||
dic_CCEffect.Add(curCC, null);
|
||||
dic_CCEffect[curCC] = ccffect;
|
||||
}
|
||||
});
|
||||
}
|
||||
public void Check_EnchantOption(DamageInfo _dinfo, bool whenhit = true)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -233,9 +233,9 @@ public class ProjectileBase : MonoBehaviour
|
|||
/// <summary>
|
||||
/// active 스킬 실행 여부
|
||||
/// </summary>
|
||||
public void Show_Effect(Actor target, float effectLifeTime = 5f, CCData ccdata = null)
|
||||
public void Show_Effect(Actor target, float effectLifeTime = 5f, Action<TurnOff_GO> cceffect = null)
|
||||
{
|
||||
InGameInfo.Ins.Show_SkillTypeEffect(m_ProjecTileData, target, effectLifeTime, ccdata);
|
||||
InGameInfo.Ins.Show_SkillTypeEffect(m_ProjecTileData, target, effectLifeTime, cceffect);
|
||||
}
|
||||
public virtual void Set_Shooter(Actor _shoter) { if (isProjectiledata) m_ProjecTileData.shooter = _shoter; }
|
||||
protected void Check_TargetBoss()
|
||||
|
|
|
|||
|
|
@ -232,7 +232,7 @@ public partial class InGameInfo : MyCoroutine
|
|||
}
|
||||
}
|
||||
|
||||
public void Show_SkillTypeEffect(ProjectileData pd, Actor target, float lifeTime, CCData ccdata = null)
|
||||
public void Show_SkillTypeEffect(ProjectileData pd, Actor target, float lifeTime, Action<TurnOff_GO> cceffect = null)
|
||||
{
|
||||
var stcData = pd.m_skillTypeConfigTable;
|
||||
if (!DSUtil.CheckNull(stcData) && !stcData.e_SkillEffect.Equals("None"))
|
||||
|
|
@ -241,15 +241,15 @@ public partial class InGameInfo : MyCoroutine
|
|||
{
|
||||
Get_Effect(stcData.e_SkillEffect, temp =>
|
||||
{
|
||||
temp.GetComponent<TurnOff_GO>().Set(target, pd, lifeTime);
|
||||
var effect = temp.GetComponent<TurnOff_GO>();
|
||||
effect.Set(target, pd, lifeTime);
|
||||
temp.transform.localScale = Vector3.one * stcData.n_EffectScale;
|
||||
|
||||
if (!DSUtil.CheckNull(ccdata))
|
||||
ccdata.EffectObj = temp;
|
||||
|
||||
var chekers = temp.GetComponentsInChildren<ProjectileHitChecker>(true);
|
||||
for (int i = 0; i < chekers.Length; i++)
|
||||
chekers[i].Set(pd.m_ProjectileBase);
|
||||
|
||||
cceffect?.Invoke(effect);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,7 +6,8 @@ using UnityEngine;
|
|||
public enum eSkillType { Active, Passive, JobPassive, MobPassive }
|
||||
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, }
|
||||
SpeedUp, DefenceDecrease, Aggro, VampirHeal, Knockback, Airborne, Curse, ManaBurn, HPBurn,
|
||||
SilenceCurse, }
|
||||
|
||||
public class SkillListTableData : TableDataBase
|
||||
{
|
||||
|
|
|
|||
|
|
@ -220,7 +220,6 @@ public class DamageInfo
|
|||
public class CCData
|
||||
{
|
||||
public bool TimeUpdate;
|
||||
public GameObject EffectObj;
|
||||
public ObscuredInt _CCVal;
|
||||
//ObscuredDouble _CCTime, _CCDelay, _CCDmg, _CCReduceTime;
|
||||
|
||||
|
|
@ -228,14 +227,15 @@ public class CCData
|
|||
{
|
||||
CCVal = 0;
|
||||
CCTime = CCDelay = CCDmg = CCReduceTime = 0d;
|
||||
CC1Sec = 0f;
|
||||
}
|
||||
|
||||
public void Off_Effect() { if (!DSUtil.CheckNull(EffectObj)) EffectObj.SetActive(false); }
|
||||
public int CCVal { get { return _CCVal; } set { _CCVal = value; _CCVal.RandomizeCryptoKey(); } }
|
||||
public double CCTime;// { get { return _CCTime; } set { _CCTime = value; _CCTime.RandomizeCryptoKey(); } }
|
||||
public double CCDelay;// { get { return _CCDelay; } set { _CCDelay = value; _CCDelay.RandomizeCryptoKey(); } }
|
||||
public double CCDmg;// { get { return _CCDmg; } set { _CCDmg = value; _CCDmg.RandomizeCryptoKey(); } }
|
||||
public double CCReduceTime;// { get { return _CCReduceTime; } set { _CCReduceTime = value; _CCReduceTime.RandomizeCryptoKey(); } }
|
||||
public float CC1Sec;
|
||||
}
|
||||
|
||||
public class CountLevelData
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ public enum eSpawnerType { Random, Order, Phase, PhaseAllKill }
|
|||
public enum eAnim { Idle, Run, Die, Hit, Dodge, Attack, Attack2, Attack3, Attack4, Skill }
|
||||
public enum eCC { BossDamage, MobDamage, PiercingBuff, ATK_Up, ATKSPD_Up, MOVSPD_Up, ATKSPD_Down, MOVSPD_Down, DEF_Down, M_DEF_Down, // 움직임 자유
|
||||
STR_Mul_Up, DEX_Mul_Up, INT_Mul_Up, LUK_Mul_Up, Burn, Blooding, Poison, ManaShield, MPRecoverTime, // 움직임 자유
|
||||
Cri_Up, MultiShot, ATK_Down, // 움직임 자유
|
||||
Cri_Up, MultiShot, ATK_Down, SilenceCurse, Aggro, Cure, // 움직임 자유
|
||||
|
||||
Freeze, Attract, KnockedAirborne, KnockBack, Stun, // 움직임 제한
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,4 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TurnOff_GO : MyCoroutine
|
||||
|
|
@ -9,89 +8,90 @@ public class TurnOff_GO : MyCoroutine
|
|||
public eEffectLocation e_EffectLocation;
|
||||
public Action act_End;
|
||||
|
||||
private Actor m_target;
|
||||
private ProjectileData m_ProjectileData;
|
||||
private bool followTarget;
|
||||
Actor m_target, m_target2;
|
||||
ProjectileData m_ProjectileData;
|
||||
bool followTarget;
|
||||
|
||||
private static readonly Dictionary<eEffectLocation, Func<Actor, Vector3>> EffectLocationMap = new()
|
||||
{
|
||||
{ eEffectLocation.Top, target => target.Get_Top_postion() },
|
||||
{ eEffectLocation.Mid, target => target.Get_Center_position() },
|
||||
{ eEffectLocation.Bottom, target => target.Get_position() }
|
||||
};
|
||||
|
||||
public void Set() => ToggleActive(true);
|
||||
|
||||
public void Set(Actor target, ProjectileData pd, float lifeTime)
|
||||
public void Set() { gameObject.SetActive(false); gameObject.SetActive(true); }
|
||||
public void Set(Actor target, ProjectileData pd, float LifeTime)
|
||||
{
|
||||
followTarget = true;
|
||||
m_target = target;
|
||||
m_ProjectileData = pd;
|
||||
NoUseParticleTime = true;
|
||||
OffTime = lifeTime;
|
||||
OffTime = LifeTime;
|
||||
transform.position = m_ProjectileData.Get_EffectPos(target);
|
||||
|
||||
transform.position = pd.Get_EffectPos(target);
|
||||
ToggleActive(true);
|
||||
gameObject.SetActive(true);
|
||||
Set_Off();
|
||||
}
|
||||
|
||||
public void Set(Actor target, eEffectLocation loca, float lifeTime)
|
||||
public void Set(Actor target, eEffectLocation loca, float lifetime)
|
||||
{
|
||||
m_target2 = target;
|
||||
e_EffectLocation = loca;
|
||||
OffTime = lifeTime;
|
||||
m_target = target;
|
||||
OffTime = lifetime;
|
||||
|
||||
ToggleActive(true);
|
||||
gameObject.SetActive(true);
|
||||
Set_Off();
|
||||
}
|
||||
|
||||
public void Set_PrefabInfo(Actor target)
|
||||
{
|
||||
m_target = target;
|
||||
UpdateLocation();
|
||||
ToggleActive(true);
|
||||
Set_Location(target);
|
||||
gameObject.SetActive(true);
|
||||
Set_Off();
|
||||
}
|
||||
|
||||
private void ToggleActive(bool state)
|
||||
public void Reset_Time(float time)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
gameObject.SetActive(state);
|
||||
OffTime = time;
|
||||
Set_Off();
|
||||
}
|
||||
|
||||
private void OnEnable() => Set_Off();
|
||||
|
||||
private void Set_Off()
|
||||
public bool IsMyEffect(Actor actor)
|
||||
{
|
||||
Set_Coroutine_withCancel(() =>
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
act_End?.Invoke();
|
||||
}, NoUseParticleTime ? OffTime : GetComponent<ParticleSystem>().main.duration);
|
||||
if (followTarget && m_target2 == actor)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
void Set_Off()
|
||||
{
|
||||
Set_Coroutine_withCancel(Off_Imm, NoUseParticleTime ? OffTime : GetComponent<ParticleSystem>().main.duration);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Set_Off();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (followTarget)
|
||||
{
|
||||
if (m_target == null)
|
||||
if (m_target)
|
||||
transform.position = m_ProjectileData.Get_EffectPos(m_target);
|
||||
else
|
||||
{
|
||||
transform.position = Vector3.right * 1000000f;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position = m_ProjectileData.Get_EffectPos(m_target);
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (m_target2)
|
||||
Set_Location(m_target2);
|
||||
}
|
||||
void Set_Location(Actor target)
|
||||
{
|
||||
Vector3 effectPos;
|
||||
switch (e_EffectLocation)
|
||||
{
|
||||
UpdateLocation();
|
||||
case eEffectLocation.Top: effectPos = target.Get_Top_postion(); break;
|
||||
default: effectPos = target.Get_Center_position(); break;
|
||||
case eEffectLocation.Bottom: effectPos = target.Get_position(); break;
|
||||
}
|
||||
transform.position = effectPos;
|
||||
}
|
||||
|
||||
private void UpdateLocation()
|
||||
public void Off_Imm()
|
||||
{
|
||||
if (m_target != null && EffectLocationMap.TryGetValue(e_EffectLocation, out var positionFunc))
|
||||
{
|
||||
transform.position = positionFunc(m_target);
|
||||
}
|
||||
gameObject.SetActive(false);
|
||||
act_End?.Invoke();
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue