- 몬스터 다 잡으면 시간 멈추고 포탈 나오고, 카메라가 포탈쪽으로 보게 하기

This commit is contained in:
Ino 2025-01-27 13:24:29 +09:00
parent aa6bbd9be1
commit c766cfb095
9 changed files with 79 additions and 7 deletions

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@ -55,5 +55,4 @@ messageinfo 엄청 느린 버그
- 결과 화면 (보상 지급)
- 랭킹 (플레이팹 v2 연결)
- 포탈 타면 레벨 하나 증가시키고 다음 맵 시작
- 몬스터 다 잡으면 시간 멈추고 포탈 나오게
- 몬스터 스탯 설정 : (lv - 1) * 0.5

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@ -1776,6 +1776,10 @@ PrefabInstance:
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@ -82,6 +82,8 @@ public class MyActor : Actor
}
}
}
else
Play_Idle();
}
protected virtual void Update_Move()
{

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@ -460,6 +460,7 @@ public partial class InGameInfo : MyCoroutine
m_GameMode = eGameMode.Lobby;
Init_IngameData();
NewGameUI.Ins.SetUI_byGameMode(m_GameMode);
MyValue.MyChoiceMapData.n_PortalIndex = 0;
Load_Map(-1);
}
public void Return_To_ChapterLobby()

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@ -3,14 +3,27 @@ using UnityEngine;
public class Ingame_DungeonBase : MonoBehaviour
{
protected ObscuredInt MaxMobCount, MobCount;
protected ObscuredInt _MaxMobCount;
protected int MaxMobCount
{
get { return _MaxMobCount; }
set { _MaxMobCount = value; _MaxMobCount.RandomizeCryptoKey(); }
}
protected ObscuredInt _MobCount;
protected int MobCount
{
get { return _MobCount; }
set { _MobCount = value; _MobCount.RandomizeCryptoKey(); }
}
public virtual void Set_DungeonInfo(int maxMobCount)
{
gameObject.SetActive(true);
MobCount = 0;
MaxMobCount = maxMobCount;
MaxMobCount.RandomizeCryptoKey();
DungeonInfo.Ins.m_MaxDieMobCount = MaxMobCount;
DungeonInfo.Ins.act_MobDieCount = Add_MobCount;

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@ -13,7 +13,6 @@ public class Ingame_Maze : Ingame_DungeonBase
public override void Add_MobCount(int mobid)
{
++MobCount;
MobCount.RandomizeCryptoKey();
texts[0].text = (MaxMobCount - MobCount).ToString();
}
}

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@ -0,0 +1,15 @@
using UnityEngine;
public class Ingame_Maze_Portal : MonoBehaviour
{
private void OnEnable()
{
MyValue.m_RealCamera.Set_TargetShow(transform);
}
private void OnTriggerEnter(Collider other) { ProcessCollider(other); }
private void OnCollisionEnter(Collision collision) { ProcessCollider(collision.collider); }
private void ProcessCollider(Collider other)
{
Debug.Log(other);
}
}

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@ -88,7 +88,7 @@ public class RealCamera : MyCoroutine
public void Add_CamActionTarget(Transform _target) { list_tfCamactionTarget.Add(_target); }
public void Set_TargetShow(Transform _target)
{
if (CamStatus != 0 && target != null)
if (CamStatus != 0 && !DSUtil.CheckNull(target))
{
// 매개변수 타겟을 보게 카메라 회전
if (godummy == null) godummy = new GameObject("CamDummy");
@ -108,7 +108,7 @@ public class RealCamera : MyCoroutine
{
if (DragEndTime <= 0f)
{
if (gowitch == null) gowitch = new GameObject("witchDummy");
if (DSUtil.CheckNull(gowitch)) gowitch = new GameObject("witchDummy");
gowitch.transform.position = MyValue.MyPC.Get_position() + MyValue.MyPC.transform.forward;
Set_TargetShow(gowitch.transform);
}
@ -127,7 +127,7 @@ public class RealCamera : MyCoroutine
if (DSUtil.CheckNull(target)) return;
// 캐릭터의 이동 방향 계산
Vector3 direction = target.position - previousPosition;
//Vector3 direction = target.position - previousPosition;
//// 이동 방향이 존재할 때 캐릭터가 보는 방향으로 카메라 회전
//if (direction.sqrMagnitude > 0.01f)