신규 이펙트 1차 완료

This commit is contained in:
Ino 2024-12-18 10:22:39 +09:00
parent f37712be9c
commit f03ad60492
18 changed files with 74664 additions and 155788 deletions

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@ -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(); }
}

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@ -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);

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@ -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)
{
_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);
}
}

View File

@ -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++)