puptet 까지

This commit is contained in:
Ino 2025-03-01 12:21:02 +09:00
parent 8bf87dfcb3
commit c4d0f7a460
24 changed files with 1186 additions and 200 deletions

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@ -80,6 +80,8 @@ messageinfo 엄청 느린 버그
- 엘리트몹 (크기 설정, stun)
- 일반몹 (크기 설정, stun)
버프 이펙트 안 사라짐
펫 stun, casting, casting_end(idle로 화살표, 이벤트 : SkillEvent), idle 이벤트 : Event_Idle
stun은 idle 2배, casting은 idle 3배

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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
copyAvatar: 0
humanDescription:
serializedVersion: 2
serializedVersion: 3
human: []
skeleton: []
armTwist: 0.5
@ -126,13 +186,19 @@ ModelImporter:
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 2
humanoidOversampling: 1
avatarSetup: 1
addHumanoidExtraRootOnlyWhenUsingAvatar: 0
importBlendShapeDeformPercent: 0
remapMaterialsIfMaterialImportModeIsNone: 1
additionalBone: 0
userData:
assetBundleName:

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@ -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");
}

View File

@ -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);
}

View File

@ -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();
}

View File

@ -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);
}