한손검 - 연속베기, 콤보공격 삭제, 회피 버그 수정 등

This commit is contained in:
Ino 2025-01-03 09:50:36 +09:00
parent 3204d1fdf4
commit bc55e64c20
22 changed files with 3850 additions and 469 deletions

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@ -75,7 +75,6 @@ public class Actor : MyCoroutine
{
return dic_ccAddRate.ContainsKey(cc) && dic_ccAddRate[cc].ContainsKey(actor) ? dic_ccAddRate[cc][actor] : 0;
}
protected int m_AttackIndex = 0, m_NextAttackIndex = 0;
protected Action<bool> act_MoveEnd;
protected List<ProjectileData> list_SkillData = new List<ProjectileData>();
ProjectileData m_SkillData;
@ -323,9 +322,9 @@ public class Actor : MyCoroutine
{
if (m_NavMeshAgent.enabled && m_NavMeshAgent.isOnNavMesh)
{
m_fAttackMoveTime = CurAnim != eAnim.Dodge ? 1f : 0f;
m_fAttackMoveTime = 1f;
#if UNITY_EDITOR
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest")
if (SceneManager.GetActiveScene().name == "StatTest")
m_fAttackMoveTime = 0f;
#endif
m_NavMeshAgent.stoppingDistance = 0; // 툴에서 사용 용도
@ -613,7 +612,7 @@ public class Actor : MyCoroutine
protected virtual void After_Die()
{
#if UNITY_EDITOR
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest")
if (SceneManager.GetActiveScene().name == "StatTest")
{
On_Regen();
transform.localPosition = Vector3.zero;
@ -1576,7 +1575,6 @@ public class Actor : MyCoroutine
CurAnim = eAnim.Run;
m_animation.speed = 1f;
AnimationPlay(MyValue.Get_AnimName(CurAnim));
m_NextAttackIndex = m_AttackIndex;
}
if (CurAnim == eAnim.Run && !Get_AnimStatus(eAnim.Run))
AnimationPlay(MyValue.Get_AnimName(CurAnim));
@ -1604,7 +1602,6 @@ public class Actor : MyCoroutine
{
if (IsRole(eRole.Pet) && CurAnim == eAnim.Attack) return;
Set_RunSmoke(false);
//if (IsDead() || CurAnim == eAnim.Attack + _attack || CurAnim >= eAnim.Skill1) return;
if (IsDead() || CurAnim >= eAnim.Skill) return;
@ -1639,7 +1636,6 @@ public class Actor : MyCoroutine
if (m_NavMeshAgent.isOnNavMesh)
m_NavMeshAgent.isStopped = true;
Set_RunSmoke(false);
if (!DSUtil.CheckNull(m_Magic))
{
@ -1674,7 +1670,7 @@ public class Actor : MyCoroutine
Set_AutoBraking(false);
act_MoveEnd = Set_AutoBraking;
CurAnim = eAnim.Dodge;
m_animation.speed = 2f;
m_animation.speed = 1f;
m_NavMeshAgent.speed = 6f;
m_NavMeshAgent.isStopped = false;
Del_Magic();
@ -1740,7 +1736,6 @@ public class Actor : MyCoroutine
protected virtual void Set_AvoidCoolTime() { }
public virtual void On_Is10_4() { }
public virtual void Check_10_4() { }
public virtual void Set_RunSmoke(bool _active) { }
public virtual MonsterAppearData Get_MonsterStatTableData() { return null; }
public virtual void On_Regen()
{
@ -1751,6 +1746,7 @@ public class Actor : MyCoroutine
m_Stat.Set_Stat(eStat.HP, 0);
Heal(1f, false);
Init_CC();
m_animation.speed = 1f;
}
public virtual void Set_AutoBraking(bool _active) { }
public void Set_Auto()

View File

@ -46,7 +46,6 @@ public class MobActor : Actor
#if UNITY_EDITOR
if (SceneManager.GetActiveScene().name == "StatTest") return;
#endif
Set_RunSmoke(false);
Set_Warp(Get_position());
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
}

View File

@ -13,7 +13,6 @@ public class MyActor : Actor
if (IsRole(eRole.PC)) m_Target.Set_Outline(false);
}
m_AttackIndex = m_NextAttackIndex = 0;
m_Target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(IsEnemy(), Get_position(), forcefind ? float.MaxValue : f_FindEnemyRange);
if (!DSUtil.CheckNull(m_Target))
@ -77,23 +76,7 @@ public class MyActor : Actor
else if (CurAnim != eAnim.Attack && m_attackCoolTime > 0f)
Play_Idle();
else
{
if (IsNotPC())
{
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
}
else
{
ComboAttack();
}
//if (attackindex == -1 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack"))
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
//else if (attackindex == 0 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack2"))
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
//else if (attackindex == 1 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack2") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack3"))
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
//if (attackindex > 1) attackindex = -1;
}
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
}
}
}
@ -140,16 +123,10 @@ public class MyActor : Actor
}
}
public override void Play_Idle()
{
base.Play_Idle();
Set_RunSmoke(false);
}
public override void Play_Run()
{
base.Play_Run();
Set_RunSmoke(true);
if (m_Target != null)
if (!DSUtil.CheckNull(m_Target))
{
if (!Set_Path(m_Target.Get_position()))
{ // 적이 내비메시 위에 없다고 판단됨
@ -181,17 +158,6 @@ public class MyActor : Actor
}
}
}
void ComboAttack()
{
if (CurAnim != eAnim.Skill)
{
if (m_AttackIndex == m_NextAttackIndex)
{
Play_Attack(m_AttackIndex++, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
if (m_AttackIndex > 2) m_AttackIndex = 0;
}
}
}
public override void On_Regen()
{
@ -257,9 +223,4 @@ public class MyActor : Actor
ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime);
}
}
public override void Event_Idle(int a)
{
base.Event_Idle(a);
m_NextAttackIndex = m_AttackIndex;
}
}

View File

@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -6,7 +5,6 @@ public class WitchEnemyActor : MobActor
{
public List<int> list_MagicID = new List<int>();
public int MagicLv = 10;
public GameObject go_RunSmoke;
List<SkillListTableData> list_Magic = new List<SkillListTableData>();
List<float> list_cooltime = new List<float>();
@ -57,12 +55,6 @@ public class WitchEnemyActor : MobActor
ProjectileInfo.Ins.Shoot_Projectile("MagicMissile", this, m_Target, 1f, centerpos, 10f);
}
public override void Set_RunSmoke(bool _active)
{
if (go_RunSmoke.activeSelf != _active)
go_RunSmoke.SetActive(_active);
}
protected override void Set_Die()
{
base.Set_Die();

View File

@ -175,7 +175,6 @@ public class PCActor : MyActor
Del_Magic();
Play_Idle();
ActorInfo.Ins.All_Stop(false);
m_AttackIndex = m_NextAttackIndex = 0; // 사망 후 공격 인덱스 초기화
}
protected override bool IsAvoidCoolTime() { return m_AvoidCoolTime > 0f; }
@ -212,9 +211,6 @@ public class PCActor : MyActor
isSurviveTime = false;
}
public override void Set_RunSmoke(bool _active)
{
}
public override void Set_MagicCoolTime(float _time, int _index)
{
arr_magicCoolTime[_index] = _time;
@ -378,7 +374,6 @@ public class PCActor : MyActor
IsStop = false;
Play_Idle();
m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
m_AttackIndex = m_NextAttackIndex = 0;
m_NavMeshAgent.angularSpeed = 300f;
}
else

View File

@ -1,4 +1,3 @@
using System.Collections;
using UnityEngine;
public class Projectile_Stop : ProjectileBase

View File

@ -1,7 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Skill_OneHandCombo1 : ProjectileBase
{
public List<float> list_ShowEffectTime = new List<float>();
public override void Set(ProjectileData _data)
{
base.Set(_data);
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
for (int i = 0; i < list_ShowEffectTime.Count; i++)
{
yield return new WaitForSeconds(list_ShowEffectTime[i]);
m_ProjectTileData.eStartPos = eProjectileStartPos.Custom;
m_ProjectTileData.v3_StartPos = m_ProjectTileData.shooter.Get_CenterPositionFoward();
m_ProjectTileData.LifeTime = Time.deltaTime;
ProjectileInfo.Ins.Shoot_Projectile("Projectile_OneHandCombo1", m_ProjectTileData);
}
yield return new WaitForSeconds(1f);
Off(true);
}
}