수상한 미궁 몹 다 잡았을 때 시간 멈춤

This commit is contained in:
Ino 2025-01-27 11:05:25 +09:00
parent 169505013b
commit cecfdf42ab
3 changed files with 28 additions and 9 deletions

View File

@ -194,17 +194,33 @@ public class PCActor : MyActor
Camera.main.fieldOfView = 60f;
LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, portalpos =>
{
//Vector3 targetPosition = portalpos;
//Vector3 cameraPosition = portalpos - Vector3.forward; // 현재 카메라의 위치
//Vector3 relativePosition = targetPosition - cameraPosition;
//float rotateAround = Mathf.Atan2(relativePosition.x, relativePosition.z) * Mathf.Rad2Deg;
//rotateAround += 180f; // 캐릭터 뒤에서 바라보도록 180도 보정
MyValue.m_RealCamera.Set_Target(transform, InGameInfo.Ins.IsGameMode(eGameMode.Lobby) ? 136.5f : 305f);
MyValue.m_RealCamera.Set_Target(transform, Get_RealCamRotAround(portalpos));
});
}
float Get_RealCamRotAround(Vector3 portalpos)
{
if (InGameInfo.Ins.IsGameMode(eGameMode.Lobby))
return 139f;
else if (InGameInfo.Ins.IsGameMode(eGameMode.Dungeon))
{
switch (MyValue.MyChoiceMapData.Get_MapData().e_Dungeon)
{
case eDungeon.d1_Mimic:
break;
case eDungeon.d2_Maze: return 320f;
case eDungeon.d3_Nightmare:
break;
case eDungeon.d4_Wave:
break;
}
}
Vector3 targetPosition = portalpos;
Vector3 cameraPosition = portalpos - Vector3.forward; // 현재 카메라의 위치
Vector3 relativePosition = targetPosition - cameraPosition;
return Mathf.Atan2(relativePosition.x, relativePosition.z) * Mathf.Rad2Deg;
}
public override void Get_Damage(DamageInfo _dinfo)
{
//_dinfo.Damage = 1; // 테스트 : 마녀 안 죽게

View File

@ -68,6 +68,7 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
case eDungeon.d1_Mimic: Stop_Dungeon(true); break;
case eDungeon.d2_Maze:
++m_MazeClear;
StopAllCoroutines();
// 포탈 열기
break;
case eDungeon.d3_Nightmare:

View File

@ -106,6 +106,8 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
if (MyValue.MyChoiceMapData.Get_MapData().e_Dungeon != eDungeon.d2_Maze)
InGameInfo.Ins.Return_To_Lobby();
}
else
InGameInfo.Ins.Return_To_Lobby();
break;
}
}