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@ -159,7 +159,6 @@ public class Actor : MyCoroutine
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Update_ETC();
|
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}
|
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protected virtual void FixedUpdate() { }
|
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protected void Update_ETC()
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{
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@ -654,9 +653,9 @@ public class Actor : MyCoroutine
|
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public virtual void Heal(float _rate, bool showhud = true)
|
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{
|
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if (IsDead()) return;
|
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if (IsDead() || Get_HP() >= Get_MaxHP()) return;
|
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var heal_hp = m_Stat.Get_Stat(eStat.MaxHP) * _rate;
|
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var heal_hp = Math.Max(m_Stat.Get_Stat(eStat.MaxHP) * _rate, 1d);
|
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{
|
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|
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@ -667,7 +666,7 @@ public class Actor : MyCoroutine
|
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}
|
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public virtual void Heal(double _hp, bool showhud = true)
|
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{
|
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if (IsDead()) return;
|
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if (IsDead() || Get_HP() >= Get_MaxHP()) return;
|
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_hp = Math.Max(1, _hp);
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|
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m_Stat.Set_Stat(true, eStat.HP, _hp);
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|
|
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@ -1,4 +1,5 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
|
@ -12,7 +13,7 @@ public class MobActor : Actor
|
|||
protected int m_SpawnerId;
|
||||
protected eMobStatus MobStatus;
|
||||
Vector3 OriginalPos, TargetPatrolPos;
|
||||
float m_PatrolDelay, m_DieTime, f_BaseChaseRange;
|
||||
float m_PatrolDelay, m_DieTime, f_BaseChaseRange, HealPerSec, HPRegenPerSec;
|
||||
bool b_IsFirstAttack, NoUpdate_byTool;
|
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protected MonsterAppearData m_MonsterAppearData;
|
||||
protected MonsterTableData m_MonsterTableData;
|
||||
|
|
@ -82,6 +83,9 @@ public class MobActor : Actor
|
|||
m_NavSpeed = m_NavMeshAgent.speed = (float)m_Stat.Get_Stat(eStat.FinalMoveSpeed);
|
||||
m_NavMeshAgent.avoidancePriority = 51 + order;
|
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|
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HealPerSec = 0f;
|
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HPRegenPerSec = (float)m_Stat.Get_Stat(eStat.HP_REGEN_Per1Sec);
|
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|
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#if UNITY_EDITOR
|
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if (SceneManager.GetActiveScene().name == "StatTest")
|
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{
|
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|
|
@ -115,7 +119,9 @@ public class MobActor : Actor
|
|||
|
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protected override void Update()
|
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{
|
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if (NoUpdate_byTool || IsStop || IsDead() || IsCC()) return;
|
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if (IsDead()) return;
|
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Update_HealPerSec();
|
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if (NoUpdate_byTool || IsStop || IsCC()) return;
|
||||
if (isNSLDMob && m_NoSeeLongDMob.IsNoSeeMob()) return;
|
||||
base.Update();
|
||||
if (IsSubRole(eSubRol.Mimic)) Del_Target();
|
||||
|
|
@ -220,6 +226,20 @@ public class MobActor : Actor
|
|||
}
|
||||
}
|
||||
|
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void Update_HealPerSec()
|
||||
{
|
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if (HPRegenPerSec > 0f)
|
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{
|
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HealPerSec += Time.deltaTime;
|
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if (HealPerSec >= 1f)
|
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{
|
||||
HealPerSec = 0f;
|
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if (m_Stat.Get_Stat(eStat.HP_REGEN_Per1Sec) > 0)
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Heal(HPRegenPerSec);
|
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}
|
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}
|
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}
|
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|
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virtual protected void Change_MobStatus(eMobStatus mobStatus)
|
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{
|
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#if UNITY_EDITOR
|
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|
|
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|
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@ -32,16 +32,16 @@ public class HUDBase : MyCoroutine
|
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{
|
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Init();
|
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m_Target = _target;
|
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isTarget = !DSUtil.CheckNull(m_Target);
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}
|
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|
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void Update()
|
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{
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if (isTarget && isCanvasRect && isMainCam)
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if (!DSUtil.CheckNull(m_Target) && isCanvasRect && isMainCam)
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{
|
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RectTransform CanvasRect = m_CanvasRect;
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Vector2 ViewportPosition = m_Camera.WorldToViewportPoint(m_Target.position);
|
||||
Vector2 WorldObject_ScreenPosition = new Vector2((ViewportPosition.x * CanvasRect.sizeDelta.x) - (CanvasRect.sizeDelta.x * 0.5f), (ViewportPosition.y * CanvasRect.sizeDelta.y) - (CanvasRect.sizeDelta.y * 0.5f) - 15f);
|
||||
Vector2 WorldObject_ScreenPosition = new Vector2(
|
||||
(ViewportPosition.x * m_CanvasRect.sizeDelta.x) - (m_CanvasRect.sizeDelta.x * 0.5f),
|
||||
(ViewportPosition.y * m_CanvasRect.sizeDelta.y) - (m_CanvasRect.sizeDelta.y * 0.5f) - 15f);
|
||||
m_RectTransform.anchoredPosition = WorldObject_ScreenPosition;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -178,7 +178,7 @@ public enum eStat
|
|||
Reduction_in_Immediate_Harvest_Cost,
|
||||
Reclaim_Used_Resources,
|
||||
|
||||
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE,
|
||||
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE, HP_REGEN_Per1Sec,
|
||||
|
||||
None
|
||||
}
|
||||
|
|
@ -228,9 +228,9 @@ public enum eSkillEnhance
|
|||
None,
|
||||
CRI_Dmg, BuffTime_Up, Blooding, HP_Drain, ATK_Up, HP_Up, MP_Up, Skill_Dmg, Stun, MP_Drain, DEF_Down, M_DEF_Down,
|
||||
STR_Up, DEX_Up, INT_Up, LUCK_Up, ATK_SPD_Up, MOV_SPD_Up, PIERCING, Boss_Dmg, Monster_Dmg, GoldHunter, MP_Down, AttackRange_Up,
|
||||
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up, SkillDmg_DECREASE, BaseDmg_DECREASE,
|
||||
Dmg_Decrease, Dmg_Up, CRI_Up, SkillCoolTime, PetStat_Up,
|
||||
|
||||
DMG_TO_HP,
|
||||
DMG_TO_HP, SkillDmg_DECREASE, BaseDmg_DECREASE, HP_REGEN_Per1Sec,
|
||||
|
||||
Newbie,
|
||||
}
|
||||
|
|
|
|||
|
|
@ -781,6 +781,7 @@ public class ActorStatInfo
|
|||
case eSkillEnhance.DMG_TO_HP: Set_Stat(true, eStat.DMG_TO_HP, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.SkillDmg_DECREASE: Set_Stat(true, eStat.SkillDmg_DECREASE, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.BaseDmg_DECREASE: Set_Stat(true, eStat.BaseDmg_DECREASE, skilldata.f_ExtraValue1); break;
|
||||
case eSkillEnhance.HP_REGEN_Per1Sec: Set_Stat(true, eStat.HP_REGEN_Per1Sec, skilldata.f_ExtraValue1); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TurnOff_GO : MyCoroutine
|
||||
|
|
@ -8,42 +9,56 @@ public class TurnOff_GO : MyCoroutine
|
|||
public eEffectLocation e_EffectLocation;
|
||||
public Action act_End;
|
||||
|
||||
Actor m_target, m_target2;
|
||||
ProjectileData m_ProjectileData;
|
||||
bool followTarget, isTarget = false, isTarget2 = false;
|
||||
private Actor m_target;
|
||||
private ProjectileData m_ProjectileData;
|
||||
private bool followTarget;
|
||||
|
||||
public void Set() { gameObject.SetActive(false); gameObject.SetActive(true); }
|
||||
public void Set(Actor target, ProjectileData pd, float LifeTime)
|
||||
private static readonly Dictionary<eEffectLocation, Func<Actor, Vector3>> EffectLocationMap = new()
|
||||
{
|
||||
{ eEffectLocation.Top, target => target.Get_Top_postion() },
|
||||
{ eEffectLocation.Mid, target => target.Get_Center_position() },
|
||||
{ eEffectLocation.Bottom, target => target.Get_position() }
|
||||
};
|
||||
|
||||
public void Set() => ToggleActive(true);
|
||||
|
||||
public void Set(Actor target, ProjectileData pd, float lifeTime)
|
||||
{
|
||||
followTarget = true;
|
||||
m_target = target;
|
||||
isTarget = true;
|
||||
m_ProjectileData = pd;
|
||||
NoUseParticleTime = true;
|
||||
OffTime = LifeTime;
|
||||
transform.position = m_ProjectileData.Get_EffectPos(target);
|
||||
OffTime = lifeTime;
|
||||
|
||||
gameObject.SetActive(true);
|
||||
Set_Off();
|
||||
transform.position = pd.Get_EffectPos(target);
|
||||
ToggleActive(true);
|
||||
}
|
||||
public void Set(Actor target, eEffectLocation loca, float lifetime)
|
||||
|
||||
public void Set(Actor target, eEffectLocation loca, float lifeTime)
|
||||
{
|
||||
m_target2 = target;
|
||||
isTarget2 = true;
|
||||
e_EffectLocation = loca;
|
||||
OffTime = lifetime;
|
||||
OffTime = lifeTime;
|
||||
m_target = target;
|
||||
|
||||
gameObject.SetActive(true);
|
||||
Set_Off();
|
||||
ToggleActive(true);
|
||||
}
|
||||
|
||||
public void Set_PrefabInfo(Actor target)
|
||||
{
|
||||
Set_Location(target);
|
||||
gameObject.SetActive(true);
|
||||
Set_Off();
|
||||
m_target = target;
|
||||
UpdateLocation();
|
||||
ToggleActive(true);
|
||||
}
|
||||
|
||||
void Set_Off()
|
||||
private void ToggleActive(bool state)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
gameObject.SetActive(state);
|
||||
}
|
||||
|
||||
private void OnEnable() => Set_Off();
|
||||
|
||||
private void Set_Off()
|
||||
{
|
||||
Set_Coroutine_withCancel(() =>
|
||||
{
|
||||
|
|
@ -52,38 +67,31 @@ public class TurnOff_GO : MyCoroutine
|
|||
}, NoUseParticleTime ? OffTime : GetComponent<ParticleSystem>().main.duration);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Set_Off();
|
||||
}
|
||||
|
||||
void Update()
|
||||
private void Update()
|
||||
{
|
||||
if (followTarget)
|
||||
{
|
||||
if (!isTarget)
|
||||
if (m_target == null)
|
||||
{
|
||||
transform.position = Vector3.right * 1000000f;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
var pos = m_ProjectileData.Get_EffectPos(m_target);
|
||||
transform.position = pos;
|
||||
transform.position = m_ProjectileData.Get_EffectPos(m_target);
|
||||
}
|
||||
}
|
||||
else if (isTarget2)
|
||||
Set_Location(m_target2);
|
||||
}
|
||||
void Set_Location(Actor target)
|
||||
{
|
||||
Vector3 effectPos;
|
||||
switch (e_EffectLocation)
|
||||
else
|
||||
{
|
||||
case eEffectLocation.Top: effectPos = target.Get_Top_postion(); break;
|
||||
default: effectPos = target.Get_Center_position(); break;
|
||||
case eEffectLocation.Bottom: effectPos = target.Get_position(); break;
|
||||
UpdateLocation();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLocation()
|
||||
{
|
||||
if (m_target != null && EffectLocationMap.TryGetValue(e_EffectLocation, out var positionFunc))
|
||||
{
|
||||
transform.position = positionFunc(m_target);
|
||||
}
|
||||
transform.position = effectPos;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue