환영 검무

This commit is contained in:
Ino 2025-01-17 12:48:51 +09:00
parent 61d425e6e8
commit d2e202b0fe
42 changed files with 59396 additions and 174 deletions

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m_DoubleSidedGI: 1
@ -55,6 +56,8 @@ Material:
- TransparentDepthPostpass
- TransparentBackface
- MOTIONVECTORS
- DepthOnly
- SHADOWCASTER
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
@ -184,12 +187,12 @@ Material:
- _Opacity: 1
- _OpaqueCullMode: 2
- _Parallax: 0.02
- _QueueControl: -1
- _QueueControl: 0
- _QueueOffset: 0
- _RenderQueueType: 3
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _SrcBlend: 5
- _StencilRef: 0
- _StencilRefDepth: 1
- _StencilRefDistortionVec: 4

View File

@ -1,7 +1,7 @@
fileFormatVersion: 2
guid: 9cc50abd895270c4c9bcd33ed909323a
ModelImporter:
serializedVersion: 25
serializedVersion: 22200
internalIDToNameTable:
- first:
1: 100000
@ -335,7 +335,7 @@ ModelImporter:
second: //RootNode
externalObjects: {}
materials:
importMaterials: 1
materialImportMode: 1
materialName: 0
materialSearch: 1
materialLocation: 1
@ -344,6 +344,7 @@ ModelImporter:
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
rigImportErrors:
rigImportWarnings:
@ -373,7 +374,7 @@ ModelImporter:
cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
loopTime: 1
loopTime: 0
loopBlend: 0
loopBlendOrientation: 1
loopBlendPositionY: 1
@ -397,26 +398,36 @@ ModelImporter:
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
importPhysicalCameras: 1
importVisibility: 1
importBlendShapes: 1
importCameras: 1
importLights: 1
nodeNameCollisionStrategy: 0
fileIdsGeneration: 1
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
keepQuads: 0
weldVertices: 1
bakeAxisConversion: 0
preserveHierarchy: 0
skinWeightsMode: 0
maxBonesPerVertex: 4
minBoneWeight: 0.001
optimizeBones: 1
meshOptimizationFlags: -1
indexFormat: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVMarginMethod: 0
secondaryUVMinLightmapResolution: 40
secondaryUVMinObjectScale: 1
secondaryUVPackMargin: 4
useFileScale: 1
strictVertexDataChecks: 0
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
@ -427,7 +438,6 @@ ModelImporter:
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
copyAvatar: 1
humanDescription:
serializedVersion: 3
human:
@ -1137,8 +1147,13 @@ ModelImporter:
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 61366630e3c077b4b991d36e541d2c9d,
type: 3}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 3
humanoidOversampling: 1
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addHumanoidExtraRootOnlyWhenUsingAvatar: 0
importBlendShapeDeformPercent: 0
remapMaterialsIfMaterialImportModeIsNone: 1
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View File

@ -1974,9 +1974,6 @@ AnimatorStateMachine:
- serializedVersion: 1
m_State: {fileID: -3180731614763140707}
m_Position: {x: -260, y: -170, z: 0}
- serializedVersion: 1
m_State: {fileID: 3939311633111956318}
m_Position: {x: -260, y: -50, z: 0}
- serializedVersion: 1
m_State: {fileID: 2487565391451115918}
m_Position: {x: -260, y: -110, z: 0}
@ -2282,32 +2279,6 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1102 &3939311633111956318
AnimatorState:
serializedVersion: 6
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: ass_skill3_attack
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
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m_MirrorParameterActive: 0
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m_Tag:
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m_MirrorParameter:
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@ -0,0 +1,8 @@
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externalObjects: {}
mainObjectFileID: 100100000
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View File

@ -44,5 +44,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 8260736bd9b784c498ebb5efd5a412f3, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Pierce: 0
m_Pierce: 1
str_HitEffect:
attackAnimationName: ass_skill3_attack
AttackCount: 10
AttackDistance: 10
delay: 0.3

View File

@ -1703,17 +1703,22 @@ public class Actor : MyCoroutine
/// <summary>
/// TelepoetPosion으로 이동
/// </summary>
public virtual void MoveToTarget(Actor target, float stopdist, Action _movecomplete = null, float dist = 1f)
public virtual void MoveToTarget(Actor target, float stopdist, float speed, Action _movecomplete = null, float dist = 1f)
{
StartCoroutine(Co_MoveToTarget(target, stopdist, _movecomplete, dist));
StartCoroutine(Co_MoveToTarget(target, stopdist, speed, _movecomplete, dist));
}
IEnumerator Co_MoveToTarget(Actor target, float stopdist, Action _movecomplete, float dist)
IEnumerator Co_MoveToTarget(Actor target, float stopdist, float speed, Action _movecomplete, float dist)
{
m_NavMeshAgent.stoppingDistance = stopdist;
Set_Path(Get_TeleportPostion(target, dist));
while (!Complete_Destination()) yield return null;
while (!Complete_Destination())
{
m_NavMeshAgent.speed = speed;
yield return null;
}
_movecomplete?.Invoke();
m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
m_NavMeshAgent.speed = Get_MoveSpeed();
}
public virtual void Set_JoystickStatus(int status) { }
public void Set_Warp(Vector3 _pos)

View File

@ -10,6 +10,8 @@ public class Skill_PhantomFrenzy : ProjectileBase
public int AttackCount = 7;
[Header("공격 거리")]
public float AttackDistance = 10f;
[Header("이동속도")]
public float m_speed = 3.5f;
public override void Set(ProjectileData _data)
{
@ -17,9 +19,9 @@ public class Skill_PhantomFrenzy : ProjectileBase
StartCoroutine(Co_Update());
}
// 아래는 순간이동 후 공격인데, 이펙트와 애님이 마땅한 게 없음(트레일)
IEnumerator Co_Update()
{
// 이동 비활성화
OptionInfo.Ins.PCMove = false;
var shooter = m_ProjectTileData.shooter;
@ -27,17 +29,20 @@ public class Skill_PhantomFrenzy : ProjectileBase
attackTimes.RandomizeCryptoKey();
Actor target = m_ProjectTileData.target;
float t = 0f;
shooter.AnimationPlay("idle");
shooter.AnimationPlay(attackAnimationName);
while (attackTimes > 0)
{
bool moveCompleted = false;
t += Time.deltaTime * m_speed;
shooter.Set_Warp(Vector3.Lerp(shooter.Get_position(), target.Get_PositionBack(), t));
// 목표 지점으로 이동 (이동 완료 시 moveCompleted = true)
shooter.MoveToTarget(target, 0.5f, () => moveCompleted = true);
// 공격 애니메이션 실행
if (t >= 1f)
{
shooter.AnimationPlay("idle");
shooter.AnimationPlay(attackAnimationName);
// 이동 완료 대기
while (!moveCompleted || shooter.isPlaying()) yield return null;
t = 0f;
InGameInfo.Ins.Show_Effect("Effect_Skill_PhantomFrenzy", target.Get_PositionBack());
// 남은 공격 횟수 감소
--attackTimes;
@ -46,8 +51,46 @@ public class Skill_PhantomFrenzy : ProjectileBase
if (DSUtil.CheckNull(target)) break;
}
yield return null;
}
// 이동 활성화 및 대기 상태로 전환
OptionInfo.Ins.PCMove = true;
shooter.Play_Idle();
}
//// 아래는 단순 이동이라 빠른 느낌 내기가 힘듬
//IEnumerator Co_Update()
//{
// // 이동 비활성화
// OptionInfo.Ins.PCMove = false;
// var shooter = m_ProjectTileData.shooter;
// ObscuredInt attackTimes = AttackCount; // 공격 횟수 설정
// attackTimes.RandomizeCryptoKey();
// Actor target = m_ProjectTileData.target;
// while (attackTimes > 0)
// {
// bool moveCompleted = false;
// // 목표 지점으로 이동 (이동 완료 시 moveCompleted = true)
// shooter.MoveToTarget(target, 0.5f, 100f, () => moveCompleted = true);
// // 공격 애니메이션 실행
// shooter.AnimationPlay(attackAnimationName);
// // 이동 완료 대기
// while (!moveCompleted || shooter.isPlaying()) yield return null;
// // 남은 공격 횟수 감소
// --attackTimes;
// attackTimes.RandomizeCryptoKey();
// target = ActorInfo.Ins.Get_Far_EnemyActor_orNull(shooter.IsEnemy(), shooter.Get_position(), AttackDistance);
// if (DSUtil.CheckNull(target)) break;
// }
// // 이동 활성화 및 대기 상태로 전환
// OptionInfo.Ins.PCMove = true;
// shooter.Play_Idle();
//}
}