신규 이펙트 1차 완료
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -7,8 +7,9 @@ public class Skill_Heal : ProjectileBase
|
|||
{
|
||||
_data.SetSkillExtraType = false;
|
||||
_data.e_SkillExtraType = eSkillExtraType.None;
|
||||
_data.eStartPos = eProjectileStartPos.Custom;
|
||||
_data.v3_StartPos = _data.target.Get_Center_position();
|
||||
base.Set(_data);
|
||||
transform.eulerAngles = Vector3.zero;
|
||||
_data.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(eSkillExtraType.Cure);
|
||||
if (IsStep(1)) Set_ReduceCoolTime_byStep(1);
|
||||
m_ProjectTileData.e_SkillExtraType = IsStep(3) ? eSkillExtraType.Cure : eSkillExtraType.None;
|
||||
|
|
@ -19,5 +20,5 @@ public class Skill_Heal : ProjectileBase
|
|||
StartCoroutine(Co_Off());
|
||||
}
|
||||
|
||||
IEnumerator Co_Off() { yield return new WaitForSeconds(5f); Off(); }
|
||||
IEnumerator Co_Off() { yield return new WaitForSeconds(1.5f); Off(); }
|
||||
}
|
||||
|
|
@ -24,17 +24,18 @@ public class Skill_ManaBurst : ProjectileBase
|
|||
dic_ps.Add(pss[i], pss[i].main.duration);
|
||||
}
|
||||
|
||||
_data.eStartPos = eProjectileStartPos.ShooterCenter;
|
||||
_data.eStartPos = eProjectileStartPos.Custom;
|
||||
_data.v3_StartPos = _data.shooter.Get_PositionFoward();
|
||||
base.Set(_data);
|
||||
var pos = transform.position;
|
||||
pos.y = _data.shooter.Get_Center_position().y;
|
||||
transform.position = pos;
|
||||
transform.eulerAngles = _data.shooter.transform.eulerAngles;
|
||||
StartCoroutine(Co_Update());
|
||||
}
|
||||
|
||||
IEnumerator Co_Update()
|
||||
{
|
||||
var box = m_ProjectileHitChecker.Get_Collider();
|
||||
box.enabled = false;
|
||||
|
||||
var Ltime = lifeTime;
|
||||
if (IsStep(1))
|
||||
{
|
||||
|
|
@ -79,6 +80,8 @@ public class Skill_ManaBurst : ProjectileBase
|
|||
m_ProjectileHitChecker.transform.localScale = size + (IsStep(2) ? size * Get_AwakenData(2, 1) : Vector3.zero);
|
||||
var TotalGap = gap + (IsStep(3) ? Get_AwakenData(3, 1) : 0);
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
while (Ltime > 0f)
|
||||
{
|
||||
yield return new WaitForSeconds(TotalGap);
|
||||
|
|
|
|||
|
|
@ -5,11 +5,18 @@ public class Skill_SpiritBless : ProjectileBase
|
|||
{
|
||||
[Header("스킬 유지 시간")]
|
||||
public float time = 10f;
|
||||
[Header("스킬 종료 시 이펙트")]
|
||||
public GameObject go_endEffect;
|
||||
public GameObject go_Effect;
|
||||
|
||||
public override void Set(ProjectileData _data)
|
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{
|
||||
_data.eStartPos = eProjectileStartPos.Custom;
|
||||
_data.v3_StartPos = _data.target.Get_position();
|
||||
base.Set(_data);
|
||||
transform.eulerAngles = Vector3.zero;
|
||||
go_Effect.SetActive(true);
|
||||
go_endEffect.SetActive(false);
|
||||
StartCoroutine(Co_Update());
|
||||
}
|
||||
|
||||
|
|
@ -17,6 +24,8 @@ public class Skill_SpiritBless : ProjectileBase
|
|||
{
|
||||
if (!DSUtil.CheckNull(m_ProjectTileData.target))
|
||||
transform.position = m_ProjectTileData.target.Get_position();
|
||||
else
|
||||
Off(true);
|
||||
}
|
||||
|
||||
IEnumerator Co_Update()
|
||||
|
|
@ -28,6 +37,9 @@ public class Skill_SpiritBless : ProjectileBase
|
|||
m_ProjectTileData.CC_AddVal1 = IsStep(3) ? Get_AwakenData(3, 1) : 0;
|
||||
|
||||
yield return new WaitForSeconds(t);
|
||||
go_Effect.SetActive(false);
|
||||
go_endEffect.SetActive(true);
|
||||
yield return new WaitForSeconds(2f);
|
||||
Off(true);
|
||||
}
|
||||
}
|
||||
|
|
@ -246,11 +246,7 @@ public partial class InGameInfo : MyCoroutine
|
|||
_ptd.target = _ptd.shooter;
|
||||
break;
|
||||
case eSkillTarget.Team:
|
||||
// 자기 자신에게 먼저 시전
|
||||
_ptd.target = _ptd.shooter;
|
||||
Shoot_Skill(effect, _ptd);
|
||||
|
||||
// 우리 팀에게 시전
|
||||
var myteam = ActorInfo.Ins.Get_AlliesActors(_ptd.shooter.IsEnemy(), _ptd.shooter.Get_position(),
|
||||
table_GlobalValue.Ins.Get_Float("f_SkillTeamRange"));
|
||||
for (int i = 0; i < myteam.Count; i++)
|
||||
|
|
|
|||
Loading…
Reference in New Issue