마나 폭발
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@ -21,15 +21,16 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Circle93bcg
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m_Shader: {fileID: -6465566751694194690, guid: 00191177e5fd5c4468ad546ce87ef329, type: 3}
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m_Shader: {fileID: -6465566751694194690, guid: 00191177e5fd5c4468ad546ce87ef329,
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type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _BUILTIN_SURFACE_TYPE_TRANSPARENT
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- _ENABLE_FOG_ON_TRANSPARENT
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- _SURFACE_TYPE_TRANSPARENT
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m_InvalidKeywords:
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- _DOUBLESIDED_ON
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- _ENABLE_FOG_ON_TRANSPARENT
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- _USEDEPTH_ON
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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@ -43,6 +44,8 @@ Material:
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- TransparentDepthPostpass
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- TransparentBackface
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- MOTIONVECTORS
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- DepthOnly
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- SHADOWCASTER
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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@ -160,12 +163,12 @@ Material:
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- _Opacity: 1
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- _OpaqueCullMode: 2
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- _Parallax: 0.02
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- _QueueControl: -1
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- _QueueControl: 0
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- _QueueOffset: 0
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- _RenderQueueType: 3
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _SrcBlend: 5
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- _StencilRef: 0
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- _StencilRefDepth: 1
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- _StencilRefDistortionVec: 4
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@ -34,15 +34,16 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Trail21cg2
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m_Shader: {fileID: -6465566751694194690, guid: 00191177e5fd5c4468ad546ce87ef329, type: 3}
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m_Shader: {fileID: -6465566751694194690, guid: 00191177e5fd5c4468ad546ce87ef329,
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type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _BUILTIN_SURFACE_TYPE_TRANSPARENT
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- _ENABLE_FOG_ON_TRANSPARENT
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- _SURFACE_TYPE_TRANSPARENT
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m_InvalidKeywords:
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- _DOUBLESIDED_ON
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- _ENABLE_FOG_ON_TRANSPARENT
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- _USEDEPTH_ON
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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@ -56,6 +57,8 @@ Material:
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- TransparentDepthPostpass
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- TransparentBackface
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- MOTIONVECTORS
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- DepthOnly
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- SHADOWCASTER
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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@ -175,7 +178,7 @@ Material:
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- _Opacity: 1
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- _OpaqueCullMode: 2
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- _Parallax: 0.02
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- _QueueControl: -1
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- _QueueControl: 0
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- _QueueOffset: 0
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- _RenderQueueType: 3
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- _SmoothnessTextureChannel: 0
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File diff suppressed because it is too large
Load Diff
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@ -4,36 +4,43 @@ using UnityEngine;
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public class Skill_ExplosionArea : ProjectileBase
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{
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[Header("스킬 판정 범위")]
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public float area = 4f;
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public BoxCollider m_Collider;
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bool isStep3;
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public override void Set(ProjectileData _data)
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{
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_data.eStartPos = eProjectileStartPos.ShooterCenter;
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_data.eStartPos = eProjectileStartPos.Custom;
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_data.v3_StartPos = _data.shooter.Get_position();
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base.Set(_data);
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transform.eulerAngles = new Vector3(90f, 0f);
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transform.eulerAngles = Vector3.zero;
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Set_ReduceCoolTime_byStep(1);
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isStep3 = IsStep(3);
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StartCoroutine(Co_ExplosionArea());
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}
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IEnumerator Co_ExplosionArea()
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{
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var explosionarea = area + (IsStep(2) ? Get_AwakenData(2, 1) : 0f);
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yield return null;
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var enemies = Get_Enemies();
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var knockCount = 0;
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for (int i = 0; i < enemies.Count; i++)
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{
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if (Vector3.Distance(transform.position, enemies[i].Get_position()) <= area)
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{
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++knockCount;
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enemies[i].Get_Damage(Get_DamageInfo());
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if (IsStep(3)) enemies[i].Stun_AfterKnockBack(Get_AwakenData(3, 1));
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}
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}
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if (knockCount >= 15) ServerInfo.Ins.m_ServerData.Add_TitleCondition(63); // 칭호 : 접근금지명령
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m_Collider.size = Vector3.one * 4f;
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if (IsStep(2)) m_Collider.size = Vector3.one * (4f + Get_AwakenData(2, 1));
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yield return new WaitForSeconds(1f);
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Off();
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m_Collider.enabled = false;
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yield return new WaitForSeconds(2.8f);
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m_Collider.enabled = true;
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yield return new WaitForSeconds(0.05f);
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m_Collider.enabled = false;
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yield return new WaitForSeconds(0.5f);
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Off(true);
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}
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public override bool ProcessCollider(Collider other, bool Off_byHit = true)
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{
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if (base.ProcessCollider(other, Off_byHit))
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{
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if (isStep3) other.GetComponent<Actor>().Stun_AfterKnockBack(Get_AwakenData(3, 1));
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return true;
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}
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return false;
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}
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}
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