수상한 미궁 몹 다 잡았을 때 시간 멈춤
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@ -194,17 +194,33 @@ public class PCActor : MyActor
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Camera.main.fieldOfView = 60f;
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LoadMapMgr.Ins.Get_PortalPos(MyValue.MyChoiceMapData, portalpos =>
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{
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//Vector3 targetPosition = portalpos;
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//Vector3 cameraPosition = portalpos - Vector3.forward; // 현재 카메라의 위치
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//Vector3 relativePosition = targetPosition - cameraPosition;
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//float rotateAround = Mathf.Atan2(relativePosition.x, relativePosition.z) * Mathf.Rad2Deg;
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//rotateAround += 180f; // 캐릭터 뒤에서 바라보도록 180도 보정
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MyValue.m_RealCamera.Set_Target(transform, InGameInfo.Ins.IsGameMode(eGameMode.Lobby) ? 136.5f : 305f);
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MyValue.m_RealCamera.Set_Target(transform, Get_RealCamRotAround(portalpos));
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});
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}
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float Get_RealCamRotAround(Vector3 portalpos)
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{
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if (InGameInfo.Ins.IsGameMode(eGameMode.Lobby))
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return 139f;
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else if (InGameInfo.Ins.IsGameMode(eGameMode.Dungeon))
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{
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switch (MyValue.MyChoiceMapData.Get_MapData().e_Dungeon)
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{
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case eDungeon.d1_Mimic:
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break;
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case eDungeon.d2_Maze: return 320f;
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case eDungeon.d3_Nightmare:
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break;
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case eDungeon.d4_Wave:
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break;
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}
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}
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Vector3 targetPosition = portalpos;
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Vector3 cameraPosition = portalpos - Vector3.forward; // 현재 카메라의 위치
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Vector3 relativePosition = targetPosition - cameraPosition;
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return Mathf.Atan2(relativePosition.x, relativePosition.z) * Mathf.Rad2Deg;
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}
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public override void Get_Damage(DamageInfo _dinfo)
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{
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//_dinfo.Damage = 1; // 테스트 : 마녀 안 죽게
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@ -68,6 +68,7 @@ public class DungeonInfo : MonoBehaviourSingletonTemplate<DungeonInfo>
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case eDungeon.d1_Mimic: Stop_Dungeon(true); break;
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case eDungeon.d2_Maze:
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++m_MazeClear;
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StopAllCoroutines();
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// 포탈 열기
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break;
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case eDungeon.d3_Nightmare:
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@ -106,6 +106,8 @@ public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
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if (MyValue.MyChoiceMapData.Get_MapData().e_Dungeon != eDungeon.d2_Maze)
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InGameInfo.Ins.Return_To_Lobby();
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}
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else
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InGameInfo.Ins.Return_To_Lobby();
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break;
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}
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}
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