puptet 까지
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@ -80,6 +80,8 @@ messageinfo 엄청 느린 버그
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- 엘리트몹 (크기 설정, stun)
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- 일반몹 (크기 설정, stun)
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버프 이펙트 안 사라짐
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펫 stun, casting, casting_end(idle로 화살표, 이벤트 : SkillEvent), idle 이벤트 : Event_Idle
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stun은 idle 2배, casting은 idle 3배
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||||
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||||
m_TimeParameter:
|
||||
--- !u!1102 &4185117199080106135
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
m_TimeParameter:
|
||||
--- !u!1101 &7244829094584994562
|
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AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
|
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|
|
|||
|
|
@ -99,6 +99,33 @@ AnimatorStateTransition:
|
|||
m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
|
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--- !u!1102 &-508676212917486138
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m_PrefabAsset: {fileID: 0}
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m_Name: stun
|
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m_Speed: 2
|
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|
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|
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m_Position: {x: 50, y: 50, z: 0}
|
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|
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m_SpeedParameterActive: 0
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m_Motion: {fileID: 5489255043326076178, guid: 659d2b2ff84a9e24882092a6c1799440,
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type: 3}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
--- !u!91 &9100000
|
||||
AnimatorController:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -291,6 +318,9 @@ AnimatorStateMachine:
|
|||
- serializedVersion: 1
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m_State: {fileID: 7386440917468860179}
|
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m_Position: {x: 120, y: -20, z: 0}
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- serializedVersion: 1
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m_State: {fileID: -508676212917486138}
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m_Position: {x: 430, y: -20, z: 0}
|
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m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
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serializedVersion: 22200
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externalObjects: {}
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materials:
|
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|
@ -56,7 +56,14 @@ ModelImporter:
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mirror: 0
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@ -69,6 +76,7 @@ ModelImporter:
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@ -96,6 +104,7 @@ ModelImporter:
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@ -128,6 +137,7 @@ ModelImporter:
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remapMaterialsIfMaterialImportModeIsNone: 0
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@ -1,31 +1,71 @@
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7400000: Idle
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9500000: //RootNode
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4: 400004
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4: 400006
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4: 400008
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4: 400010
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4: 400012
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second: root
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4: 400014
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second: spine
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4: 400016
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second: tial
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74: 7400000
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second: Idle
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- first:
|
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95: 9500000
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second: //RootNode
|
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externalObjects: {}
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@ -34,6 +74,7 @@ ModelImporter:
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motionNodeName:
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rigImportErrors:
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rigImportWarnings:
|
||||
|
|
@ -54,6 +95,7 @@ ModelImporter:
|
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- serializedVersion: 16
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name: Idle
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takeName: Anim_Puffe@Idle
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@ -74,11 +116,18 @@ ModelImporter:
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@ -86,25 +135,36 @@ ModelImporter:
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|
|
@ -113,10 +173,10 @@ ModelImporter:
|
|||
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|
||||
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|
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human: []
|
||||
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|
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armTwist: 0.5
|
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|
|
@ -126,13 +186,19 @@ ModelImporter:
|
|||
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|
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|
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|
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importBlendShapeDeformPercent: 0
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|
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userData:
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assetBundleName:
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||||
|
|
|
|||
Binary file not shown.
|
|
@ -518,6 +518,7 @@ public class Actor : MyCoroutine
|
|||
BossRaidCard_HP();
|
||||
|
||||
var pd = _dinfo.Beater_pd;
|
||||
bool ispd = !DSUtil.CheckNull(pd);
|
||||
if (m_Stat.Get_Stat(eStat.HP) <= 0d)
|
||||
{
|
||||
Check_Drain_byKill(_dinfo);
|
||||
|
|
@ -526,12 +527,12 @@ public class Actor : MyCoroutine
|
|||
if (_dinfo.Beater.IsRole(eRole.BattleNPC))
|
||||
ServerInfo.Ins.m_ServerData.Add_TitleCondition(72, 73); // 칭호 : 승차감 좋은 버스, 택시
|
||||
|
||||
if (!DSUtil.CheckNull(pd) && pd.IsSkill(eEffect.Skill_Ignited) && pd.CC_AddVal2 > 0)
|
||||
if (ispd && pd.IsSkill(eEffect.Skill_Ignited) && pd.CC_AddVal2 > 0)
|
||||
{ // 버닝효과 체크, 버닝 효과 발동
|
||||
var ccData = Get_CCData(eCC.Burn);
|
||||
if (ccData.CCTime > 0f)
|
||||
{
|
||||
var other = ActorInfo.Ins.Get_NearstAllyActor(IsEnemy(), Get_position(), 5f);
|
||||
var other = ActorInfo.Ins.Get_Nearest_AllyActor(IsEnemy(), Get_position(), 5f);
|
||||
if (!DSUtil.CheckNull(other))
|
||||
{
|
||||
other.DotDamage(eCC.Burn, pd.shooter.Get_DamageInfo(pd), ccData.CCTime,
|
||||
|
|
@ -543,8 +544,7 @@ public class Actor : MyCoroutine
|
|||
}
|
||||
else
|
||||
{
|
||||
if (DSUtil.CheckNull(pd) ||
|
||||
!DSUtil.CheckNull(pd) && !pd.IsSkill(eEffect.Skill_Ignited) && !pd.IsSkill(eEffect.Select_BodyonFire))
|
||||
if (!ispd || ispd && !pd.IsSkill(eEffect.Skill_Ignited) && !pd.IsSkill(eEffect.Select_BodyonFire))
|
||||
Play_Hit();
|
||||
}
|
||||
|
||||
|
|
@ -655,7 +655,7 @@ public class Actor : MyCoroutine
|
|||
Del_Magic();
|
||||
return false;
|
||||
}
|
||||
else if (Vector3.Distance(m_Target.Get_position(), Get_position()) > skilldata.f_SkillRange)
|
||||
else if (!DSUtil.WithInDistance(m_Target.Get_position(), Get_position(), skilldata.f_SkillRange))
|
||||
{ // 마법 사용 사정거리보다 멀리 있다. 마법 쏘러 가자.
|
||||
return false;
|
||||
}
|
||||
|
|
@ -1733,7 +1733,7 @@ public class Actor : MyCoroutine
|
|||
{
|
||||
m_animation.speed = 1f;
|
||||
CurAnim = eAnim.Skill;
|
||||
AnimationPlay(motion);
|
||||
AnimationPlay(IsRole(eRole.Pet) ? "casting" : motion);
|
||||
|
||||
if (isTarget) transform.LookAt(m_Target.transform);
|
||||
|
||||
|
|
@ -1741,7 +1741,7 @@ public class Actor : MyCoroutine
|
|||
|
||||
if (!DSUtil.CheckNull(m_Magic))
|
||||
{
|
||||
if (!string.IsNullOrEmpty(m_Magic.m_SkillTableData.s_NextAnimation))
|
||||
if (IsRole(eRole.Pet) || !string.IsNullOrEmpty(m_Magic.m_SkillTableData.s_NextAnimation))
|
||||
{
|
||||
co_casting = StartCoroutine(Co_Casting(m_Magic.m_SkillTableData.f_CastingTime));
|
||||
if (m_NavMeshAgent.isOnNavMesh) m_NavMeshAgent.ResetPath();
|
||||
|
|
@ -1763,7 +1763,7 @@ public class Actor : MyCoroutine
|
|||
{
|
||||
yield return new WaitForSeconds(castTime);
|
||||
if (!DSUtil.CheckNull(m_Magic))
|
||||
AnimationPlay(m_Magic.m_SkillTableData.s_NextAnimation);
|
||||
AnimationPlay(IsRole(eRole.Pet) ? "casting_end" : m_Magic.m_SkillTableData.s_NextAnimation);
|
||||
else
|
||||
AnimationPlay("casting_end");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -168,7 +168,7 @@ public class MobActor : Actor
|
|||
case eMobStatus.Battle:
|
||||
if (isTarget)
|
||||
{
|
||||
if (CurAnim < eAnim.Attack && Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance)
|
||||
if (CurAnim < eAnim.Attack && !DSUtil.WithInDistance(Get_position(), m_Target.Get_position(), m_NavMeshAgent.stoppingDistance))
|
||||
{
|
||||
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3))
|
||||
Change_MobStatus(eMobStatus.Chase);
|
||||
|
|
@ -191,7 +191,7 @@ public class MobActor : Actor
|
|||
}
|
||||
else
|
||||
{
|
||||
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3) && Vector3.Distance(m_Target.Get_position(), Get_position()) > m_NavStopDistance)
|
||||
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3) && !DSUtil.WithInDistance(m_Target.Get_position(), Get_position(), m_NavStopDistance))
|
||||
Change_MobStatus(eMobStatus.Chase);
|
||||
else if (m_attackCoolTime <= 0f)
|
||||
{
|
||||
|
|
@ -207,7 +207,7 @@ public class MobActor : Actor
|
|||
if (isTarget)
|
||||
{
|
||||
Set_Path(m_Target.Get_position());
|
||||
if (Vector3.Distance(Get_position(), m_Target.Get_position()) <= m_NavMeshAgent.stoppingDistance)
|
||||
if (DSUtil.WithInDistance(Get_position(), m_Target.Get_position(), m_NavMeshAgent.stoppingDistance))
|
||||
Change_MobStatus(eMobStatus.Attack);
|
||||
}
|
||||
Check_Patrol();
|
||||
|
|
@ -308,7 +308,7 @@ public class MobActor : Actor
|
|||
{
|
||||
// 플레이어가 추적 범위 밖으로 나가면 순찰 상태로 전환
|
||||
if (MobStatus != eMobStatus.PatrolRot && !isPlaying(eAnim.Attack, eAnim.Skill) &&
|
||||
(!isTarget || Vector3.Distance(OriginalPos, Get_position()) > m_MonsterTableData.f_BaseChaseRange))
|
||||
(!isTarget || !DSUtil.WithInDistance(OriginalPos, Get_position(), m_MonsterTableData.f_BaseChaseRange)))
|
||||
Change_MobStatus(eMobStatus.BattleStop);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ public class PetActor : MyActor
|
|||
}
|
||||
|
||||
base.Update();
|
||||
if (!IsStop && (!isTarget || m_Target.IsDead()) && Vector3.Distance(OwnerActor.Get_position(), Get_position()) > 2)
|
||||
if (!IsStop && (!isTarget || m_Target.IsDead()) && !DSUtil.WithInDistance(OwnerActor.Get_position(), Get_position(), 2))
|
||||
{ // 마녀 따라다니기
|
||||
Follow_PC();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -199,14 +199,14 @@ public class ActorInfo : MonoBehaviour
|
|||
{
|
||||
var actors = Get_EnemyActors(isEnemy, pos, dist);
|
||||
Actor nearest = null;
|
||||
float minDistance = float.MaxValue;
|
||||
float minDistanceSqr = float.MaxValue;
|
||||
|
||||
foreach (var actor in actors)
|
||||
{
|
||||
float distance = Vector3.Distance(pos, actor.Get_position());
|
||||
if (distance < minDistance)
|
||||
float distanceSqr = (pos - actor.Get_position()).sqrMagnitude;
|
||||
if (distanceSqr < minDistanceSqr)
|
||||
{
|
||||
minDistance = distance;
|
||||
minDistanceSqr = distanceSqr;
|
||||
nearest = actor;
|
||||
}
|
||||
}
|
||||
|
|
@ -244,18 +244,18 @@ public class ActorInfo : MonoBehaviour
|
|||
/// <summary>
|
||||
/// 가장 가까운 동맹 하나를 찾는다.
|
||||
/// </summary>
|
||||
public Actor Get_NearstAllyActor(bool isEnemy, Vector3 pos, float dist = 0f)
|
||||
public Actor Get_Nearest_AllyActor(bool isEnemy, Vector3 pos, float dist = 0f)
|
||||
{
|
||||
var actors = Get_AlliesActors(isEnemy, pos, dist);
|
||||
Actor nearest = null;
|
||||
float minDistance = float.MaxValue;
|
||||
float minDistanceSqr = float.MaxValue;
|
||||
|
||||
foreach (var actor in actors)
|
||||
{
|
||||
float distance = Vector3.Distance(pos, actor.Get_position());
|
||||
if (distance < minDistance)
|
||||
float distanceSqr = (pos - actor.Get_position()).sqrMagnitude;
|
||||
if (distanceSqr < minDistanceSqr)
|
||||
{
|
||||
minDistance = distance;
|
||||
minDistanceSqr = distanceSqr;
|
||||
nearest = actor;
|
||||
}
|
||||
}
|
||||
|
|
@ -264,7 +264,6 @@ public class ActorInfo : MonoBehaviour
|
|||
return nearest;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// dist 가 0 초과면 범위 내의 적들만 찾는다.
|
||||
/// attackType 가 Max가 아닌 경우면 같은 공격 타입의 적들만 찾는다.
|
||||
|
|
@ -308,32 +307,6 @@ public class ActorInfo : MonoBehaviour
|
|||
|
||||
return actors;
|
||||
}
|
||||
//public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max)
|
||||
//{
|
||||
// var actors = listPool.Get();
|
||||
|
||||
// foreach (var item in dic_actor)
|
||||
// {
|
||||
// foreach (var groupEntry in item.Value)
|
||||
// {
|
||||
// foreach (var prefabEntry in groupEntry.Value)
|
||||
// {
|
||||
// foreach (var actor in prefabEntry.Value)
|
||||
// {
|
||||
// if (!DSUtil.CheckNull(actor) && actor.IsEnemy() != isEnemy && !actor.IsDead() && !actor.Is_Immortal() &&
|
||||
// (dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist))
|
||||
// {
|
||||
// // 공격 타입 조건을 만족하는지 확인
|
||||
// if (attackType == eAttackType.Max || attackType == actor.m_AttackType)
|
||||
// actors.Add(actor);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// return actors;
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// dist 가 0 초과면 범위 내의 동맹들만 찾는다.
|
||||
|
|
@ -351,7 +324,7 @@ public class ActorInfo : MonoBehaviour
|
|||
foreach (var actor in prefabEntry.Value)
|
||||
{
|
||||
if (!DSUtil.CheckNull(actor) && actor.IsEnemy() == isEnemy && !actor.IsDead() && !actor.Is_Immortal() &&
|
||||
(dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist))
|
||||
(dist <= 0f || DSUtil.WithInDistance(pos, actor.Get_position(), dist)))
|
||||
{
|
||||
actors.Add(actor);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue