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@ -1439,7 +1439,7 @@ public class Actor : MyCoroutine
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if (resetStat) statinfo.Reset(true);
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}
|
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}
|
||||
public void Buff_or_Debuff(eCC cc, double lifeTime, double val, int ival = 0, float fval = 0f)
|
||||
public void Buff_or_Debuff(eCC cc, double lifeTime, double val, int ival = 0, float fval = 0f, string str1 = "")
|
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{
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||||
switch (cc)
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{
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@ -1458,6 +1458,7 @@ public class Actor : MyCoroutine
|
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dic_ccData[cc].CCDmg = val;
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dic_ccData[cc].CCVal = ival;
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dic_ccData[cc].CCReduceTime = fval;
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dic_ccData[cc].str1 = str1;
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}
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public CCData Get_CCData(eCC cc) { return dic_ccData[cc]; }
|
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public bool IsSkillExtraStatus(eSkillExtraType skillExtraType)
|
||||
|
|
@ -2177,11 +2178,11 @@ public class Actor : MyCoroutine
|
|||
var amount = 1 + (ccData.CCTime > 0f ? ccData.CCVal : 0);
|
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if (amount > 1)
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{
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float cal_angle = amount * 10f;
|
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float cal_angle = amount * 5f;
|
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float angleStep = cal_angle / (amount - 1); // 전체 각도를 화살 개수로 나누기
|
||||
for (int i = 0; i < amount; ++i)
|
||||
{
|
||||
ProjectileInfo.Ins.Shoot_Projectile(proj, this, m_Target, 1f, startpos, lifetime,
|
||||
ProjectileInfo.Ins.Shoot_Projectile(ccData.str1, this, m_Target, 1f, startpos, lifetime,
|
||||
pb =>
|
||||
{
|
||||
float angle = -(cal_angle * 0.5f) + (angleStep * i);
|
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|
|
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|||
|
|
@ -5,6 +5,8 @@ public class Skill_MultiShot : ProjectileBase
|
|||
{
|
||||
[Header("지속 시간")]
|
||||
public float lifetime = 10f;
|
||||
[Header("투사체 프리팹")]
|
||||
public string arrowprefab = "Projectile_Skill_MultiShot";
|
||||
[Header("추가 화살 갯수")]
|
||||
public int addarrow = 2;
|
||||
[Header("데미지 감소량")]
|
||||
|
|
@ -14,7 +16,7 @@ public class Skill_MultiShot : ProjectileBase
|
|||
{
|
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base.Set(_data);
|
||||
m_LifeTime = lifetime;
|
||||
_data.shooter.Buff_or_Debuff(eCC.MultiShot, m_LifeTime, reducedmg, addarrow);
|
||||
_data.shooter.Buff_or_Debuff(eCC.MultiShot, m_LifeTime, reducedmg, addarrow, 0f, arrowprefab);
|
||||
StartCoroutine(Co_Update());
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -26,9 +26,13 @@ public class Skill_RapidShot : ProjectileBase
|
|||
|
||||
IEnumerator Co_Update()
|
||||
{
|
||||
InGameInfo.Ins.Show_Effect("Effect_BulletTarget", m_ProjecTileData.target, eEffectLocation.Mid, 1.5f);
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
for (int i = 0; i < list_data.Count; i++)
|
||||
{
|
||||
ProjectileInfo.Ins.Shoot_Projectile(m_projectile, list_data[i], pb => { pb.m_Pierce = true; });
|
||||
m_ProjecTileData.shooter.KnockBack(Time.deltaTime);
|
||||
yield return new WaitForSeconds(gaptime);
|
||||
}
|
||||
|
||||
|
|
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|||
|
|
@ -237,6 +237,7 @@ public class CCData
|
|||
public double CCDmg;// { get { return _CCDmg; } set { _CCDmg = value; _CCDmg.RandomizeCryptoKey(); } }
|
||||
public double CCReduceTime;// { get { return _CCReduceTime; } set { _CCReduceTime = value; _CCReduceTime.RandomizeCryptoKey(); } }
|
||||
public float CC1Sec;
|
||||
public string str1;
|
||||
}
|
||||
|
||||
public class CountLevelData
|
||||
|
|
|
|||
Loading…
Reference in New Issue