아누비스 스킬2 작업 중...
This commit is contained in:
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@ -1,5 +1,5 @@
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name: Attack
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name: Damage
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takeName: Anim_Anubis@Attack
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takeName: Anim_Anubis@Damage
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@ -57,7 +57,7 @@ AnimatorState:
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@ -305,6 +305,9 @@ AnimatorStateMachine:
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@ -405,6 +408,33 @@ AnimatorState:
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--- !u!1102 &3572735212914404233
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--- !u!1102 &4963807663042706668
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--- !u!1102 &4963807663042706668
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serializedVersion: 6
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@ -1439,6 +1439,7 @@ MonoBehaviour:
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isTarget: 0
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tf_MeeleAttackPos: {fileID: 0}
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@ -1449,7 +1450,7 @@ MonoBehaviour:
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Perforation_Line: 0
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Perforation_Line: 0
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Skill2CoolTime: 15
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Skill2CoolTime: 15
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Skill2ChargingTime: 3
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Skill2ChargingTime: 3
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Skill2AttackDelay: 1
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Skill2AttackDelay: 0.3
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Skill2Dmg: 3
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Skill2Dmg: 3
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Skill2Count: 6
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Skill2Count: 6
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Skill2Speed: 15
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Skill2Speed: 15
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@ -1846,6 +1846,43 @@ public class Actor : MyCoroutine
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after?.Invoke();
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after?.Invoke();
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}
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}
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#endregion
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#endregion
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#region 위치로 점프 이동
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public void JumpToPosition(Vector3 targetPos, float duration, float height = 1f, Action after = null)
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{
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StartCoroutine(Co_JumpToPosition(targetPos, duration, height, after));
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}
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IEnumerator Co_JumpToPosition(Vector3 targetPos, float duration, float height, Action after)
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{
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StopMove_Imm(false);
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m_NavMeshAgent.enabled = false;
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Vector3 start = transform.position;
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float time = 0f;
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while (time < duration)
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{
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time += Time.deltaTime;
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float t = Mathf.Clamp01(time / duration);
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// 수평 이동은 직선 보간
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Vector3 horizontal = Vector3.Lerp(start, targetPos, t);
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// 수직 높이는 포물선 형태로 처리
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float yOffset = Mathf.Sin(Mathf.PI * t) * height;
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transform.position = new Vector3(horizontal.x, horizontal.y + yOffset, horizontal.z);
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yield return null;
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}
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transform.position = targetPos;
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m_NavMeshAgent.enabled = true;
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On_NavMeshAgent();
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after?.Invoke();
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}
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#endregion
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#region 애니메이션 실행
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#region 애니메이션 실행
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public virtual void Play_Idle()
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public virtual void Play_Idle()
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{
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{
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@ -115,23 +115,54 @@ public class Boss_Anubis : BossMobActor
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IEnumerator Co_Skill2()
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IEnumerator Co_Skill2()
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{
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{
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Change_MobStatus(eMobStatus.Skill);
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Change_MobStatus(eMobStatus.Skill);
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// 차징 중
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AnimationPlay("boss_skill2charging");
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AnimationPlay("boss_skill2charging");
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InGameInfo.Ins.Show_Effect("Effect_AnubisCharging2", this, eEffectLocation.Bottom, Skill2ChargingTime);
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InGameInfo.Ins.Show_Effect("Effect_AnubisCharging2", this, eEffectLocation.Bottom, Skill2ChargingTime);
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// 차징 중
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float t = 0f;
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yield return new WaitForSeconds(Skill2ChargingTime);
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while (t < Skill2ChargingTime)
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for (int i = 0; i < Skill2Count; i++)
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{
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{
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yield return null;
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t += Time.deltaTime;
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if (isTarget) transform.LookAt(m_Target.transform);
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if (isTarget) transform.LookAt(m_Target.transform);
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else break;
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} // 차징 끝
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AnimationPlay("boss_skill2attack");
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yield return new WaitForSeconds(Skill2AttackDelay);
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yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
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}
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yield return Co_ShootSkill2(Get_PositionBack(5f), 2); // 뒤로 이동
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//for (int i = 0; i < Skill2Count; i++)
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//{
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// if (isTarget) transform.LookAt(m_Target.transform);
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// else break;
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// AnimationPlay("boss_skill2attack");
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// yield return new WaitForSeconds(Skill2AttackDelay);
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//}
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Check_Battle();
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Check_Battle();
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Init(false, true);
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Init(false, true);
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}
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}
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IEnumerator Co_ShootSkill2(Vector3 pos, int count)
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{
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int shootcount = -1;
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JumpToPosition(pos, 0.25f, 0.35f, () => { shootcount = count; });
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while (shootcount != 0)
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{
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yield return null;
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if (shootcount > 0)
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{
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for (int i = 0; i < shootcount; i++)
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{
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if (isTarget) transform.LookAt(m_Target.transform);
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AnimationPlay("boss_skill2attack");
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yield return new WaitForSeconds(Skill2AttackDelay);
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if (i == shootcount - 1)
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shootcount = 0;
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}
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}
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}
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}
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protected override float Get_Skill2Dmg() { return Skill2Dmg; }
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protected override float Get_Skill2Dmg() { return Skill2Dmg; }
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protected override void Set_Skill2Projectile(ProjectileBase pb)
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protected override void Set_Skill2Projectile(ProjectileBase pb)
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@ -6,8 +6,19 @@ public class Projectile_Strait : ProjectileBase
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public eProjectileStrait m_Direction = eProjectileStrait.Forward;
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public eProjectileStrait m_Direction = eProjectileStrait.Forward;
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public float m_Speed = 0f;
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public float m_Speed = 0f;
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TrailRenderer[] arr_TR;
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public override void Off_FisrLoad()
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{
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base.Off_FisrLoad();
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arr_TR = GetComponentsInChildren<TrailRenderer>();
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}
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public override void Set(ProjectileData _data)
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public override void Set(ProjectileData _data)
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{
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{
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for (int i = 0; i < arr_TR.Length; i++)
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arr_TR[i].Clear();
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base.Set(_data);
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base.Set(_data);
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if (m_Speed > 0f) m_ProjecTileData.Speed = m_Speed;
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if (m_Speed > 0f) m_ProjecTileData.Speed = m_Speed;
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StartCoroutine(Co_Move_Strait(m_Direction));
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StartCoroutine(Co_Move_Strait(m_Direction));
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