회전 베기
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@ -5,7 +5,9 @@ using UnityEngine;
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public class Projectile_StopAndColliderControl : ProjectileBase
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{
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public Collider m_Collider;
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[Header("다단히트 갯수")]
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[Header("다단히트 시간(0 이상일 때 우선 적용")]
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public float LoopTime = 0f;
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[Header("다단히트 갯수(시간이 0이하일 때 적용)")]
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public int Loop = 1;
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[Header("충돌박스가 꺼졌다 켜지는 시간(0 == 1프레임)")]
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public float DelayTime = 1f;
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@ -26,14 +28,25 @@ public class Projectile_StopAndColliderControl : ProjectileBase
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protected IEnumerator Co_Collider()
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{
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for (int i = 0; i < Loop; i++)
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int loopCount = Loop;
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{
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loopCount = Mathf.FloorToInt(LoopTime / oneCycleTime);
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loopCount = Mathf.Max(loopCount, 1); // 최소 1회는 보장
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}
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for (int j = 0; j < ColliderActiveFrame; j++)
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}
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@ -3,12 +3,22 @@ using UnityEngine;
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public class Skill_SpinSlash : Projectile_StopAndColliderControl
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{
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[Header("처음 이동 속도")]
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public float m_firstspeed = 4f;
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[Header("이동 속도")]
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public float m_speed = 2f;
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bool hitStart;
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public override void Set(ProjectileData _data)
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{
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hitStart = false;
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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_data.Action_OnHit = hitter =>
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{
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hitStart = true;
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hitter.Attract(transform.position);
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};
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base.Set(_data);
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LookAt_ShooterFoward();
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StartCoroutine(Co_Update());
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@ -17,14 +27,22 @@ public class Skill_SpinSlash : Projectile_StopAndColliderControl
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IEnumerator Co_Update()
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{
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yield return new WaitForSeconds(0.5f);
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while (!hitStart)
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{
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yield return null;
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if (DSUtil.CheckNull(m_ProjecTileData.target)) break;
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transform.position = Vector3.MoveTowards(transform.position, m_ProjecTileData.target.Get_position(),
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m_firstspeed * Time.deltaTime);
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}
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while (true)
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{
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yield return null;
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if (DSUtil.CheckNull(m_ProjecTileData.target)) break;
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transform.position = Vector3.MoveTowards(transform.position, m_ProjecTileData.target.Get_position(),
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m_speed * Time.deltaTime);
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yield return null;
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}
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}
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}
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