아누비스 스킬2 작업 중...

This commit is contained in:
Ino 2025-06-05 05:10:06 +09:00
parent ab70356210
commit d80f34ee6e
8 changed files with 49734 additions and 20569 deletions

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@ -1,5 +1,5 @@
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@ -33,11 +33,11 @@ ModelImporter:
extraUserProperties: []
clipAnimations:
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name: Attack
takeName: Anim_Anubis@Attack
internalID: -6841732226278873016
firstFrame: 53
lastFrame: 71
name: Damage
takeName: Anim_Anubis@Damage
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@ -60,7 +60,7 @@ ModelImporter:
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additiveReferencePoseFrame: 72
isReadable: 0
meshes:
lODScreenPercentages: []

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@ -57,7 +57,7 @@ AnimatorState:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: boss_skill2charging
m_Speed: 1
m_Speed: 2
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
@ -69,7 +69,7 @@ AnimatorState:
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type: 3}
m_Tag:
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@ -305,6 +305,9 @@ AnimatorStateMachine:
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m_State: {fileID: 6626822404104692264}
m_Position: {x: 560, y: -100, z: 0}
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@ -405,6 +408,33 @@ AnimatorState:
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@ -1439,6 +1439,7 @@ MonoBehaviour:
m_animation: {fileID: 0}
_target: {fileID: 0}
isTarget: 0
m_HUDUI: {fileID: 0}
tf_MeeleAttackPos: {fileID: 0}
MagicID: 0
HealCount: 0
@ -1449,7 +1450,7 @@ MonoBehaviour:
Perforation_Line: 0
Skill2CoolTime: 15
Skill2ChargingTime: 3
Skill2AttackDelay: 1
Skill2AttackDelay: 0.3
Skill2Dmg: 3
Skill2Count: 6
Skill2Speed: 15

File diff suppressed because it is too large Load Diff

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@ -1846,6 +1846,43 @@ public class Actor : MyCoroutine
after?.Invoke();
}
#endregion
#region
public void JumpToPosition(Vector3 targetPos, float duration, float height = 1f, Action after = null)
{
StartCoroutine(Co_JumpToPosition(targetPos, duration, height, after));
}
IEnumerator Co_JumpToPosition(Vector3 targetPos, float duration, float height, Action after)
{
StopMove_Imm(false);
m_NavMeshAgent.enabled = false;
Vector3 start = transform.position;
float time = 0f;
while (time < duration)
{
time += Time.deltaTime;
float t = Mathf.Clamp01(time / duration);
// 수평 이동은 직선 보간
Vector3 horizontal = Vector3.Lerp(start, targetPos, t);
// 수직 높이는 포물선 형태로 처리
float yOffset = Mathf.Sin(Mathf.PI * t) * height;
transform.position = new Vector3(horizontal.x, horizontal.y + yOffset, horizontal.z);
yield return null;
}
transform.position = targetPos;
m_NavMeshAgent.enabled = true;
On_NavMeshAgent();
after?.Invoke();
}
#endregion
#region
public virtual void Play_Idle()
{

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@ -115,23 +115,54 @@ public class Boss_Anubis : BossMobActor
IEnumerator Co_Skill2()
{
Change_MobStatus(eMobStatus.Skill);
// 차징 중
AnimationPlay("boss_skill2charging");
InGameInfo.Ins.Show_Effect("Effect_AnubisCharging2", this, eEffectLocation.Bottom, Skill2ChargingTime);
// 차징 중
yield return new WaitForSeconds(Skill2ChargingTime);
for (int i = 0; i < Skill2Count; i++)
float t = 0f;
while (t < Skill2ChargingTime)
{
yield return null;
t += Time.deltaTime;
if (isTarget) transform.LookAt(m_Target.transform);
else break;
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(Skill2AttackDelay);
}
} // 차징 끝
yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
//for (int i = 0; i < Skill2Count; i++)
//{
// if (isTarget) transform.LookAt(m_Target.transform);
// else break;
// AnimationPlay("boss_skill2attack");
// yield return new WaitForSeconds(Skill2AttackDelay);
//}
Check_Battle();
Init(false, true);
}
IEnumerator Co_ShootSkill2(Vector3 pos, int count)
{
int shootcount = -1;
JumpToPosition(pos, 0.25f, 0.35f, () => { shootcount = count; });
while (shootcount != 0)
{
yield return null;
if (shootcount > 0)
{
for (int i = 0; i < shootcount; i++)
{
if (isTarget) transform.LookAt(m_Target.transform);
AnimationPlay("boss_skill2attack");
yield return new WaitForSeconds(Skill2AttackDelay);
if (i == shootcount - 1)
shootcount = 0;
}
}
}
}
protected override float Get_Skill2Dmg() { return Skill2Dmg; }
protected override void Set_Skill2Projectile(ProjectileBase pb)

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@ -6,8 +6,19 @@ public class Projectile_Strait : ProjectileBase
public eProjectileStrait m_Direction = eProjectileStrait.Forward;
public float m_Speed = 0f;
TrailRenderer[] arr_TR;
public override void Off_FisrLoad()
{
base.Off_FisrLoad();
arr_TR = GetComponentsInChildren<TrailRenderer>();
}
public override void Set(ProjectileData _data)
{
for (int i = 0; i < arr_TR.Length; i++)
arr_TR[i].Clear();
base.Set(_data);
if (m_Speed > 0f) m_ProjecTileData.Speed = m_Speed;
StartCoroutine(Co_Move_Strait(m_Direction));