WL #951 PD 지시 6건 — ① 마법책 3타 = 1·2타 1회씩 교대(×1.4) ② 지팡이 3타 = RangeAttack2 거울 f28~32 ×0.25(내뻗은 채 정지 0.5 s) ③ 오브(1057) 3타 신설 = Mage Jump-Attack1 점프 내리치기(공격표 step 3 행 · 매핑 attack3 · pcanim_mage) ④ 오브 시전 시간 SkillList 703303 0.5 s · 703301 1.0 s ⑤ 비수 3타 궤적 = 원본 Effect_Slash_10202_3 사본을 swingFx follow+alignWeapon 으로 날 위치·방향 추종 ⑥ 비수 각성 연출 = 도약 잔상 4 → 공중 클립 끝에 1.2 m 낙하(LateUpdate) + 착지 클립 ghost_land(Platform Sub_HeroLanding · 어새신 컨트롤러) + 바닥 먼지(HCFX Dust_Dash 사본) + 0.5 m 미끄러짐(NavMeshAgent.Move) · WLGhostStrike 규칙 필드 신설
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@ -127,34 +77,6 @@ AnimatorState:
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--- !u!1102 &-3931620847702217361
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@ -279,6 +201,28 @@ AnimatorState:
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AnimatorStateTransition:
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--- !u!1101 &-944003229221772330
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@ -2189,28 +2127,6 @@ AnimatorState:
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--- !u!1101 &811731208389968518
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@ -2374,34 +2290,6 @@ AnimatorStateTransition:
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--- !u!1101 &1858289013235272262
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@ -2424,34 +2312,6 @@ AnimatorStateTransition:
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--- !u!1102 &1991670155751961014
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--- !u!1101 &2894507576667459654
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@ -2474,28 +2334,6 @@ AnimatorStateTransition:
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@ -2507,7 +2345,7 @@ AnimatorState:
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--- !u!1101 &6736461488995620371
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@ -2561,7 +2427,7 @@ AnimatorStateTransition:
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@ -2731,28 +2619,34 @@ AnimatorState:
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\uBC1C\uB3D9\xB7\uC18D\uB3C4 1.3 #834)"
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\uB300\uAE30 Event_Idle \uBCF5\uC6D0) · #944 PD 「마법책은 오브 모션과 같도록」 → 2타 attack2 = 10301 과 같은 Mage@Attack3_S 서브클립(Cast2_S · Projectile 0.407 · 들어오는 exit 0.854) — 상태는 컨트롤러에 직접 만들고 전이를 pcanim_mage 에서 복제(scripts/wl/probes/944_book_ctl.cs · attack→attack2 0.854/0.15 s · attack2→idle 0.837/0.25 s · 기존 attack→Atk_A1_wing 전이 제거 · Atk_A1_wing 상태는 남김) · PD 「마법책 시전 모션은 RPG Character Mecanim Animation Pack FREE 의 해당 모션처럼」 → Unarmed-Attack-R2(30 fps · 0~24 frame · 원본 Hit 0.393 = 9.43 frame)를 둘로 나눔: casting = 0~6 frame(웅크려 모으기 · 이벤트 없음 · 시전 시간 동안 끝 포즈 유지) · casting_end = 6~24 frame(내지르며 발사 · SkillEvent 0.191 = (9.43-6)/18) · 고른 근거 = 편집 모드 포즈 렌더(944_book_pose.cs · 한 팔 앞 · 다른 팔 접음 · 런지 = 데모 캐릭터 손 앞 1.42 m · 발 벌림 1.55 m 최대)"
|
\uB300\uAE30 Event_Idle \uBCF5\uC6D0) · #944 PD 「마법책은 오브 모션과 같도록」 → 2타 attack2 = 10301 과 같은 Mage@Attack3_S 서브클립(Cast2_S · Projectile 0.407 · 들어오는 exit 0.854) — 상태는 컨트롤러에 직접 만들고 전이를 pcanim_mage 에서 복제(scripts/wl/probes/944_book_ctl.cs · attack→attack2 0.854/0.15 s · attack2→idle 0.837/0.25 s · 기존 attack→Atk_A1_wing 전이 제거 · Atk_A1_wing 상태는 남김) · PD 「마법책 시전 모션은 RPG Character Mecanim Animation Pack FREE 의 해당 모션처럼」 → Unarmed-Attack-R2(30 fps · 0~24 frame · 원본 Hit 0.393 = 9.43 frame)를 둘로 나눔: casting = 0~6 frame(웅크려 모으기 · 이벤트 없음 · 시전 시간 동안 끝 포즈 유지) · casting_end = 6~24 frame(내지르며 발사 · SkillEvent 0.191 = (9.43-6)/18) · 고른 근거 = 편집 모드 포즈 렌더(944_book_pose.cs · 한 팔 앞 · 다른 팔 접음 · 런지 = 데모 캐릭터 손 앞 1.42 m · 발 벌림 1.55 m 최대)"
|
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|
|
||||||
subClipName: Cast3c_S_{CID}
|
|
||||||
sourceClipName:
|
|
||||||
incomingExitTime: 0.85
|
|
||||||
createIfMissing: 1
|
|
||||||
firstFrame: 34
|
|
||||||
lastFrame: 64
|
|
||||||
speed: 2.5
|
|
||||||
events:
|
|
||||||
- functionName: LookAtTarget
|
|
||||||
time: 0
|
|
||||||
useNormalized: 1
|
|
||||||
normalizedTime: 0
|
|
||||||
stringParameter:
|
|
||||||
intParameter: 0
|
|
||||||
floatParameter: 0
|
|
||||||
- functionName: Projectile
|
|
||||||
time: 0
|
|
||||||
useNormalized: 1
|
|
||||||
normalizedTime: 0.23
|
|
||||||
stringParameter: Projectile_{CID}
|
|
||||||
intParameter: 0
|
|
||||||
floatParameter: 0
|
|
||||||
- stateName: Attack3d
|
|
||||||
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
|
|
||||||
subClipName: Cast3d_S_{CID}
|
|
||||||
sourceClipName:
|
|
||||||
incomingExitTime: 0.85
|
|
||||||
createIfMissing: 1
|
|
||||||
firstFrame: 48
|
|
||||||
lastFrame: 83
|
|
||||||
speed: 2.5
|
|
||||||
events:
|
events:
|
||||||
- functionName: LookAtTarget
|
- functionName: LookAtTarget
|
||||||
time: 0
|
time: 0
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b94b98d2bc366904d867df4d46e18025
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -102,6 +102,25 @@
|
||||||
],
|
],
|
||||||
"skillHitMinInterval": 0.12,
|
"skillHitMinInterval": 0.12,
|
||||||
"swingFx": [
|
"swingFx": [
|
||||||
|
{
|
||||||
|
"classIds": [ 10202 ],
|
||||||
|
"stages": [ 3 ],
|
||||||
|
"prefab": "WL_Impact_DaggerSlash3",
|
||||||
|
"scale": 1.0,
|
||||||
|
"euler": [ 0, 0, 0 ],
|
||||||
|
"yOffset": 0.0,
|
||||||
|
"calibrated": false,
|
||||||
|
"follow": true,
|
||||||
|
"forward": 0.0,
|
||||||
|
"side": 0.0,
|
||||||
|
"life": 0.8,
|
||||||
|
"minInterval": 0.3,
|
||||||
|
"alignWeapon": true,
|
||||||
|
"alignFraction": 0.5,
|
||||||
|
"fixedDir": false,
|
||||||
|
"lockFacing": false,
|
||||||
|
"_note_951": "#951 PD 「비수 3타 이펙트가 공격한 검 위치를 기준으로 호 형태로 펼쳐지도록」 — 원본 Effect_Slash_10202_3 의 WL 사본을 매 프레임 무기(손잡이 → 날 끝) 방향·위치에 맞춰 따라가게(창 2타 alignWeapon 과 같은 방식) · 수치는 Play 실측 뒤 조정"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"classIds": [
|
"classIds": [
|
||||||
10501,
|
10501,
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0ed9e3bd6836a6543b78d77bec37603e
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -37,6 +37,22 @@
|
||||||
"hitTurnMax": 150,
|
"hitTurnMax": 150,
|
||||||
"hitMinInterval": 0.08,
|
"hitMinInterval": 0.08,
|
||||||
"castSeconds": 2.0,
|
"castSeconds": 2.0,
|
||||||
|
"jumpGhosts": 4,
|
||||||
|
"jumpHeight": 1.0,
|
||||||
|
"jumpForward": 0.4,
|
||||||
|
"jumpSeconds": 0.25,
|
||||||
|
"landState": "ghost_land",
|
||||||
|
"landHeight": 1.2,
|
||||||
|
"landFallSeconds": 0.25,
|
||||||
|
"slideDistance": 0.5,
|
||||||
|
"slideSeconds": 0.3,
|
||||||
|
"landTotalSeconds": 1.0,
|
||||||
|
"landAtSeconds": 3.4,
|
||||||
|
"airClip": "Skill8_Air",
|
||||||
|
"landGhosts": 2,
|
||||||
|
"dustPrefab": "WL/Fx/WL_Fx_LandDust",
|
||||||
|
"dustScale": 0.5,
|
||||||
|
"_note_951": "#951 PD 「각성 시전 시 뛰어오르는 잔상 → 사라진 채 공격 → 잔상과 함께 등장 · 낮은 공중에서 떨어져 착지 포즈 · 0.5 m 미끄러지다 정지 · 흙먼지」 — 시전 순간 위·앞으로 잔상 jumpGhosts 개(jumpSeconds 동안) · PC 가 다시 보이는 순간(또는 landAtSeconds) 모델을 landHeight 에서 landFallSeconds 에 내리며 잔상 landGhosts · 착지 클립 landState(어새신 컨트롤러 ghost_land = Platform Sub_HeroLanding 0~36) · slideSeconds 동안 NavMeshAgent.Move 로 slideDistance 앞으로 · 착지 때 dustPrefab(Hyper Casual Dust_Dash 사본) · landTotalSeconds 뒤 idle",
|
||||||
"poseSource": "clips",
|
"poseSource": "clips",
|
||||||
"poses": [
|
"poses": [
|
||||||
"DualBlades_Attack2@0.35",
|
"DualBlades_Attack2@0.35",
|
||||||
|
|
|
||||||
|
|
@ -14,6 +14,7 @@
|
||||||
1001,월광,Sword,10102,pcanim_spellblade,2,STR,1.0,3,Attack3,Projectile,1,1.5,4,0,0,16,2,0.31,Projectile_10102,Effect_Slash_10102_3,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
1001,월광,Sword,10102,pcanim_spellblade,2,STR,1.0,3,Attack3,Projectile,1,1.5,4,0,0,16,2,0.31,Projectile_10102,Effect_Slash_10102_3,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
||||||
1057,맹약,Staff,10301,pcanim_mage,2,INT,1.0,1,attack,Projectile,1,1.0,5,0,0,14,0,0,Projectile_10301,,Effect_Hit_10301,703303|703301,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids
|
1057,맹약,Staff,10301,pcanim_mage,2,INT,1.0,1,attack,Projectile,1,1.0,5,0,0,14,0,0,Projectile_10301,,Effect_Hit_10301,703303|703301,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids
|
||||||
1057,맹약,Staff,10301,pcanim_mage,2,INT,1.0,2,attack2,Projectile,1,1.4,5,0,0,14,2,0,Projectile_10301,,Effect_Hit_10301,703303|703301,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids
|
1057,맹약,Staff,10301,pcanim_mage,2,INT,1.0,2,attack2,Projectile,1,1.4,5,0,0,14,2,0,Projectile_10301,,Effect_Hit_10301,703303|703301,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids
|
||||||
|
1057,맹약,Staff,10301,pcanim_mage,2,INT,1.0,3,attack3,Projectile,1,1.4,5,0,0,14,2,0,Projectile_10301,,Effect_Hit_10301,703303|703301,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids;#951 PD 오브 3타 = Mage Jump-Attack1 점프 내리치기(step 2 값 복사 · 피해 1.4 = 원장)
|
||||||
9001,수호자의 철퇴,Hammer,10502,pcanim_paladin,2,STR,1.0,1,attack,MeleeArc,1,1.1,1.5,160,0,0,0,0.3,Projectile_10502,Effect_Slash_10502_1,Effect_Hit_10502,703505|703506,M:class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
9001,수호자의 철퇴,Hammer,10502,pcanim_paladin,2,STR,1.0,1,attack,MeleeArc,1,1.1,1.5,160,0,0,0,0.3,Projectile_10502,Effect_Slash_10502_1,Effect_Hit_10502,703505|703506,M:class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
||||||
9001,수호자의 철퇴,Hammer,10502,pcanim_paladin,2,STR,1.0,2,Sword&Shield_Attack2,MeleeArc,1,1.2,1.5,160,0,0,0,0.15,Projectile_10502,Effect_Slash_10502_2,Effect_Hit_10502,703505|703506,M:class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
9001,수호자의 철퇴,Hammer,10502,pcanim_paladin,2,STR,1.0,2,Sword&Shield_Attack2,MeleeArc,1,1.2,1.5,160,0,0,0,0.15,Projectile_10502,Effect_Slash_10502_2,Effect_Hit_10502,703505|703506,M:class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
||||||
9001,수호자의 철퇴,Hammer,10502,pcanim_paladin,2,STR,1.0,3,Sword&Shield_Attack3,Area,1,2.0,1.5,0,2.2,0,0,0.31,Projectile_10502,Effect_Slash_10502_3,Effect_Hit_10502,703505|703506,M:class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
9001,수호자의 철퇴,Hammer,10502,pcanim_paladin,2,STR,1.0,3,Sword&Shield_Attack3,Area,1,2.0,1.5,0,2.2,0,0,0.31,Projectile_10502,Effect_Slash_10502_3,Effect_Hit_10502,703505|703506,M:class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids
|
||||||
|
|
|
||||||
|
|
|
@ -40,6 +40,15 @@ namespace WL.Combat.Weapon
|
||||||
public float hitTurnMax = 150f; // hit: 최대(°)
|
public float hitTurnMax = 150f; // hit: 최대(°)
|
||||||
public float hitMinInterval = 0.08f; // hit: 같은 적 최소 간격(초)
|
public float hitMinInterval = 0.08f; // hit: 같은 적 최소 간격(초)
|
||||||
public float castSeconds = 2f; // 시전 기록 유지(초) — 이 안의 타격만 hit 고스트 · fx 예약도 이 안에서만
|
public float castSeconds = 2f; // 시전 기록 유지(초) — 이 안의 타격만 hit 고스트 · fx 예약도 이 안에서만
|
||||||
|
// #951 PD 「시전 시 뛰어오르는 잔상 → 사라진 채 공격 → 잔상과 함께 등장 · 낮은 공중에서 떨어져 착지 포즈 · 0.5 m 미끄러지다 정지 · 흙먼지」
|
||||||
|
public int jumpGhosts = 0; // 시전 순간 위·앞으로 남기는 잔상 수(0 = 없음)
|
||||||
|
public float jumpHeight = 1f, jumpForward = 0.4f, jumpSeconds = 0.25f;
|
||||||
|
public string landState = ""; // 착지 애니메이터 상태 이름(비우면 착지 연출 없음)
|
||||||
|
public float landHeight = 1.2f, landFallSeconds = 0.25f, slideDistance = 0.5f, slideSeconds = 0.3f, landTotalSeconds = 1f;
|
||||||
|
public float landAtSeconds = 0f; // 공중 클립 종료를 못 잡았을 때 이 시각(시전 뒤 초)에 착지 시작(0 = 클립 감지만)
|
||||||
|
public string airClip = ""; // 원본 스킬의 공중 클립 이름 조각(예 Skill8_Air) — 이 클립이 보였다가 다른 클립으로 바뀌는 순간 = 공격 끝 → 착지 시작
|
||||||
|
public int landGhosts = 2; // 떨어지는 동안 잔상 수
|
||||||
|
public string dustPrefab = ""; public float dustScale = 1f;
|
||||||
public string poseSource = "clips"; // clips = 숨은 꼭두각시에 poses 를 걸어 굽기 · live = 시전 순간 PC 자세 1 개
|
public string poseSource = "clips"; // clips = 숨은 꼭두각시에 poses 를 걸어 굽기 · live = 시전 순간 PC 자세 1 개
|
||||||
public string[] poses = new string[0]; // "애니메이터 상태 이름@정규화 시각" — 차례로 돌려 쓴다(시작은 무작위)
|
public string[] poses = new string[0]; // "애니메이터 상태 이름@정규화 시각" — 차례로 돌려 쓴다(시작은 무작위)
|
||||||
}
|
}
|
||||||
|
|
@ -83,6 +92,9 @@ namespace WL.Combat.Weapon
|
||||||
public WLGhostStrikeRule rule; public ProjectileBase skill; public Actor shooter;
|
public WLGhostStrikeRule rule; public ProjectileBase skill; public Actor shooter;
|
||||||
public float t0, groundY; public List<FxPoint> fx; public int next, poseCursor;
|
public float t0, groundY; public List<FxPoint> fx; public int next, poseCursor;
|
||||||
public Vector3 lastPos; public bool hasLast, posesReady; public string sig = "";
|
public Vector3 lastPos; public bool hasLast, posesReady; public string sig = "";
|
||||||
|
// #951 도약 잔상 · 착지
|
||||||
|
public int jumpDone; public float jumpNext = -1f; public bool wasHidden, sawAir, landing, landed, dustDone; public float landT0, modelBaseY, modelY = float.NaN; public int landGhostsDone;
|
||||||
|
public Vector3 landPos, landFwd; public Transform model; public UnityEngine.AI.NavMeshAgent agent; public object stopWas;
|
||||||
public readonly List<SkinnedMeshRenderer> smrs = new List<SkinnedMeshRenderer>();
|
public readonly List<SkinnedMeshRenderer> smrs = new List<SkinnedMeshRenderer>();
|
||||||
public readonly List<MeshFilter> weapons = new List<MeshFilter>();
|
public readonly List<MeshFilter> weapons = new List<MeshFilter>();
|
||||||
public readonly List<string> smrPaths = new List<string>();
|
public readonly List<string> smrPaths = new List<string>();
|
||||||
|
|
@ -135,7 +147,7 @@ namespace WL.Combat.Weapon
|
||||||
{
|
{
|
||||||
s_cfg = null; s_cast = null; s_hitQ.Clear(); s_bearing.Clear(); s_lastHitAt.Clear(); s_fxCache.Clear();
|
s_cfg = null; s_cast = null; s_hitQ.Clear(); s_bearing.Clear(); s_lastHitAt.Clear(); s_fxCache.Clear();
|
||||||
s_poses.Clear(); s_poseSig = ""; s_pool.Clear(); s_mat = null; s_depthMat = null; s_matsPre = s_matsOne = null; s_matTried = false; s_runner = null;
|
s_poses.Clear(); s_poseSig = ""; s_pool.Clear(); s_mat = null; s_depthMat = null; s_matsPre = s_matsOne = null; s_matTried = false; s_runner = null;
|
||||||
Casts = FxSpawned = HitSpawned = SkippedCap = PuppetBuilt = PuppetFailed = PosesBaked = LiveBaked = Errors = 0; LastBakeMs = 0f; LastLog = "";
|
Casts = FxSpawned = HitSpawned = SkippedCap = PuppetBuilt = PuppetFailed = PosesBaked = LiveBaked = Errors = 0; LastBakeMs = 0f; LastLog = ""; JumpSpawned = Landings = 0; LandLog = "";
|
||||||
CombatEvents.HitConfirmed.Remove(OnHit);
|
CombatEvents.HitConfirmed.Remove(OnHit);
|
||||||
if (Cfg.enabled == 0) return;
|
if (Cfg.enabled == 0) return;
|
||||||
foreach (var r in s_rules.Values) if (r.anchor != "fx") { CombatEvents.HitConfirmed.Add(OnHit); break; }
|
foreach (var r in s_rules.Values) if (r.anchor != "fx") { CombatEvents.HitConfirmed.Add(OnHit); break; }
|
||||||
|
|
@ -161,7 +173,7 @@ namespace WL.Combat.Weapon
|
||||||
var pd = skill.Get_ProjectTileData();
|
var pd = skill.Get_ProjectTileData();
|
||||||
var shooter = pd != null ? pd.shooter : null;
|
var shooter = pd != null ? pd.shooter : null;
|
||||||
if (DSUtil.CheckNull(shooter)) return;
|
if (DSUtil.CheckNull(shooter)) return;
|
||||||
var cast = new Cast { rule = r, skill = skill, shooter = shooter, t0 = Time.time, groundY = shooter.Get_position().y, poseCursor = Random.Range(0, 1024) };
|
var cast = new Cast { rule = r, skill = skill, shooter = shooter, t0 = Time.time, groundY = shooter.Get_position().y, poseCursor = Random.Range(0, 1024), jumpNext = Time.time };
|
||||||
if (r.anchor != "hit") cast.fx = FxPoints(skill, r);
|
if (r.anchor != "hit") cast.fx = FxPoints(skill, r);
|
||||||
Capture(cast, c);
|
Capture(cast, c);
|
||||||
s_cast = cast;
|
s_cast = cast;
|
||||||
|
|
@ -204,6 +216,22 @@ namespace WL.Combat.Weapon
|
||||||
if (cast != null)
|
if (cast != null)
|
||||||
{
|
{
|
||||||
if (!cast.posesReady) { cast.posesReady = true; PreparePoses(cast, c); }
|
if (!cast.posesReady) { cast.posesReady = true; PreparePoses(cast, c); }
|
||||||
|
// #951 ① 도약 잔상(시전 직후 jumpSeconds 동안 위·앞으로)
|
||||||
|
var rl = cast.rule;
|
||||||
|
if (rl.jumpGhosts > 0 && cast.jumpDone < rl.jumpGhosts && now >= cast.jumpNext && cast.jumpNext >= 0f)
|
||||||
|
{
|
||||||
|
float k = (cast.jumpDone + 1f) / rl.jumpGhosts; var sp = cast.shooter.Get_position(); var fw = cast.shooter.transform.forward; fw.y = 0f; if (fw.sqrMagnitude < 1e-4f) fw = Vector3.forward; fw.Normalize();
|
||||||
|
if (Spawn(c, cast, sp + Vector3.up * (rl.jumpHeight * k) + fw * (rl.jumpForward * k), fw)) JumpSpawned++;
|
||||||
|
cast.jumpDone++; cast.jumpNext = now + rl.jumpSeconds / rl.jumpGhosts;
|
||||||
|
}
|
||||||
|
// #951 ② 다시 보이는 순간(또는 landAtSeconds) → 착지 연출
|
||||||
|
if (!string.IsNullOrEmpty(rl.landState) && !cast.landing && !cast.landed)
|
||||||
|
{
|
||||||
|
string clip = CurrentClip(cast.shooter);
|
||||||
|
if (!string.IsNullOrEmpty(rl.airClip) && clip.Contains(rl.airClip)) cast.sawAir = true;
|
||||||
|
else if ((cast.sawAir && now - cast.t0 > 0.3f) || (rl.landAtSeconds > 0f && now - cast.t0 >= rl.landAtSeconds)) StartLanding(cast, now);
|
||||||
|
}
|
||||||
|
if (cast.landing) UpdateLanding(c, cast, now);
|
||||||
if (cast.fx != null)
|
if (cast.fx != null)
|
||||||
while (cast.next < cast.fx.Count && now >= cast.t0 + cast.fx[cast.next].delay - cast.rule.fxLead)
|
while (cast.next < cast.fx.Count && now >= cast.t0 + cast.fx[cast.next].delay - cast.rule.fxLead)
|
||||||
{
|
{
|
||||||
|
|
@ -214,7 +242,8 @@ namespace WL.Combat.Weapon
|
||||||
cast.lastPos = pos; cast.hasLast = true;
|
cast.lastPos = pos; cast.hasLast = true;
|
||||||
}
|
}
|
||||||
for (int i = 0; i < s_hitQ.Count; i++) HitSpawn(c, cast, s_hitQ[i]);
|
for (int i = 0; i < s_hitQ.Count; i++) HitSpawn(c, cast, s_hitQ[i]);
|
||||||
if (now - cast.t0 > Mathf.Max(0.1f, cast.rule.castSeconds)) s_cast = null;
|
bool landPending = !string.IsNullOrEmpty(cast.rule.landState) && !cast.landed && now - cast.t0 < Mathf.Max(0.1f, cast.rule.castSeconds) + 4f; // #951 착지가 끝날 때까지(상한 +4 s) 시전 기록 유지
|
||||||
|
if (now - cast.t0 > Mathf.Max(0.1f, cast.rule.castSeconds) && !cast.landing && !landPending) s_cast = null;
|
||||||
}
|
}
|
||||||
s_hitQ.Clear();
|
s_hitQ.Clear();
|
||||||
|
|
||||||
|
|
@ -230,6 +259,92 @@ namespace WL.Combat.Weapon
|
||||||
catch (System.Exception ex) { Errors++; LastLog = "틱 실패 — " + ex.Message; }
|
catch (System.Exception ex) { Errors++; LastLog = "틱 실패 — " + ex.Message; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ───────────────────────────────────────── #951 도약 잔상 · 착지 연출
|
||||||
|
public static int JumpSpawned, Landings; public static string LandLog = "";
|
||||||
|
static System.Reflection.PropertyInfo s_isStop;
|
||||||
|
|
||||||
|
static string CurrentClip(Actor a)
|
||||||
|
{
|
||||||
|
var an = a != null ? a.m_animation : null; if (an == null) return "";
|
||||||
|
var ci = an.GetCurrentAnimatorClipInfo(0); return ci.Length > 0 && ci[0].clip != null ? ci[0].clip.name : "";
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>러너 LateUpdate — 애니메이터가 모델 위치를 쓴 뒤에 낙하 높이를 덮는다(Update 에서 쓰면 되돌아간다 · 실측).</summary>
|
||||||
|
internal static void LateTick()
|
||||||
|
{
|
||||||
|
var cast = s_cast; if (cast == null || !cast.landing || cast.model == null || float.IsNaN(cast.modelY)) return;
|
||||||
|
var lp = cast.model.localPosition; cast.model.localPosition = new Vector3(lp.x, cast.modelY, lp.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool IsHidden(Cast cast)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < cast.smrs.Count; i++) { var r = cast.smrs[i]; if (r == null) continue; return !r.enabled || !r.gameObject.activeInHierarchy; }
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SetStop(Actor a, object v)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (s_isStop == null) s_isStop = typeof(Actor).GetProperty("IsStop", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public);
|
||||||
|
if (s_isStop != null && s_isStop.CanWrite && v != null) s_isStop.SetValue(a, v, null);
|
||||||
|
}
|
||||||
|
catch (System.Exception) { }
|
||||||
|
}
|
||||||
|
|
||||||
|
static void StartLanding(Cast cast, float now)
|
||||||
|
{
|
||||||
|
var pc = cast.shooter as PCActor; var r = cast.rule;
|
||||||
|
cast.landing = true; cast.landT0 = now; cast.landGhostsDone = 0; cast.dustDone = false;
|
||||||
|
cast.landPos = cast.shooter.Get_position(); cast.landFwd = cast.shooter.transform.forward; cast.landFwd.y = 0f; if (cast.landFwd.sqrMagnitude < 1e-4f) cast.landFwd = Vector3.forward; cast.landFwd.Normalize();
|
||||||
|
cast.model = cast.shooter.m_animation != null ? cast.shooter.m_animation.transform : null; cast.modelBaseY = cast.model != null ? cast.model.localPosition.y : 0f;
|
||||||
|
cast.agent = cast.shooter.GetComponent<UnityEngine.AI.NavMeshAgent>();
|
||||||
|
if (pc != null) { try { if (s_isStop == null) s_isStop = typeof(Actor).GetProperty("IsStop", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public); cast.stopWas = s_isStop != null ? s_isStop.GetValue(pc, null) : null; } catch (System.Exception) { } SetStop(pc, true); pc.WL_StopNavMove(); }
|
||||||
|
try { if (cast.shooter.m_animation != null) cast.shooter.m_animation.CrossFade(r.landState, 0.05f, 0, 0f); } catch (System.Exception ex) { LandLog = "착지 클립 실패 — " + ex.Message; }
|
||||||
|
if (cast.model != null) cast.model.localPosition = new Vector3(cast.model.localPosition.x, cast.modelBaseY + r.landHeight, cast.model.localPosition.z);
|
||||||
|
Landings++; LandLog = "착지 시작 t+" + (now - cast.t0).ToString("F2") + " @" + cast.landPos.ToString("F2") + (cast.agent != null ? " agent" : " agent 없음");
|
||||||
|
}
|
||||||
|
|
||||||
|
static void UpdateLanding(WLGhostStrikeJson c, Cast cast, float now)
|
||||||
|
{
|
||||||
|
var r = cast.rule; float t = now - cast.landT0; float fall = Mathf.Max(0.05f, r.landFallSeconds);
|
||||||
|
if (DSUtil.CheckNull(cast.shooter)) { cast.landing = false; cast.landed = true; return; }
|
||||||
|
if (t < fall)
|
||||||
|
{
|
||||||
|
float k = 1f - t / fall; float y = r.landHeight * k * k; // 가속 낙하(실제 적용은 LateTick)
|
||||||
|
cast.modelY = cast.modelBaseY + y;
|
||||||
|
if (cast.landGhostsDone < r.landGhosts && t >= fall * (cast.landGhostsDone + 1f) / (r.landGhosts + 1f)) { cast.landGhostsDone++; if (Spawn(c, cast, cast.landPos + Vector3.up * y, cast.landFwd)) JumpSpawned++; }
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
cast.modelY = cast.modelBaseY;
|
||||||
|
if (!cast.dustDone)
|
||||||
|
{
|
||||||
|
cast.dustDone = true;
|
||||||
|
if (!string.IsNullOrEmpty(r.dustPrefab))
|
||||||
|
{
|
||||||
|
var p = Resources.Load<GameObject>(r.dustPrefab);
|
||||||
|
if (p != null) { var go = Object.Instantiate(p, cast.landPos, Quaternion.LookRotation(cast.landFwd, Vector3.up)); go.transform.localScale = p.transform.localScale * r.dustScale; foreach (var ps in go.GetComponentsInChildren<ParticleSystem>(true)) { var m = ps.main; m.scalingMode = ParticleSystemScalingMode.Hierarchy; ps.Play(true); } Object.Destroy(go, 3f); }
|
||||||
|
else LandLog = "먼지 프리팹 없음 " + r.dustPrefab;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
float slideT = t - fall;
|
||||||
|
if (slideT < r.slideSeconds && r.slideDistance > 0f)
|
||||||
|
{
|
||||||
|
float step = r.slideDistance * Time.deltaTime / Mathf.Max(0.05f, r.slideSeconds);
|
||||||
|
if (cast.agent != null && cast.agent.enabled && cast.agent.isOnNavMesh) cast.agent.Move(cast.landFwd * step);
|
||||||
|
else cast.shooter.transform.position += cast.landFwd * step;
|
||||||
|
}
|
||||||
|
if (t >= r.landTotalSeconds)
|
||||||
|
{
|
||||||
|
cast.landing = false; cast.landed = true; cast.modelY = float.NaN;
|
||||||
|
if (cast.model != null) { var lp = cast.model.localPosition; cast.model.localPosition = new Vector3(lp.x, cast.modelBaseY, lp.z); }
|
||||||
|
var pc = cast.shooter as PCActor;
|
||||||
|
SetStop(cast.shooter, cast.stopWas);
|
||||||
|
try { if (pc != null) pc.Play_Idle(); } catch (System.Exception) { }
|
||||||
|
LandLog += " · 끝 " + t.ToString("F2") + " s · 이동 " + Vector3.Distance(cast.landPos, cast.shooter.Get_position()).ToString("F2") + " m";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
static List<FxPoint> FxPoints(ProjectileBase skill, WLGhostStrikeRule r)
|
static List<FxPoint> FxPoints(ProjectileBase skill, WLGhostStrikeRule r)
|
||||||
{
|
{
|
||||||
List<FxPoint> list;
|
List<FxPoint> list;
|
||||||
|
|
@ -577,5 +692,5 @@ namespace WL.Combat.Weapon
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>#943-⑦ 고스트 러너(숨김 GameObject 1 개) — 예약 · 요청 생성 · 페이드 · 꼭두각시 굽기는 여기(Update)에서만.</summary>
|
/// <summary>#943-⑦ 고스트 러너(숨김 GameObject 1 개) — 예약 · 요청 생성 · 페이드 · 꼭두각시 굽기는 여기(Update)에서만.</summary>
|
||||||
public sealed class WLGhostStrikeRunner : MonoBehaviour { void Update() { WLGhostStrike.Tick(); } }
|
public sealed class WLGhostStrikeRunner : MonoBehaviour { void Update() { WLGhostStrike.Tick(); } void LateUpdate() { WLGhostStrike.LateTick(); } }
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue