This commit is contained in:
Ino 2025-03-03 11:19:33 +09:00
parent 45cbfe782d
commit f595b59062
4 changed files with 4855 additions and 114 deletions

File diff suppressed because it is too large Load Diff

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@ -555,14 +555,7 @@ public class MobActor : Actor
public override bool isNoseeMob() { return isNSLDMob ? m_NoSeeLongDMob.IsNoSeeMob() : false; } public override bool isNoseeMob() { return isNSLDMob ? m_NoSeeLongDMob.IsNoSeeMob() : false; }
public override int Get_Group() { return m_SpawnerId; } public override int Get_Group() { return m_SpawnerId; }
protected override void Set_MobMark(bool active) protected override void Set_MobMark(bool active)
{ { InGameInfo.Ins.Get_Obj(eObj.MobMark).GetComponent<MobMark>().Set(active, this); }
//if (m_MobMark == null)
//{
// m_MobMark = InGameInfo.Ins.Get_Obj(eObj.MobMark).GetComponent<MobMark>();
// m_MobMark.transform.localScale = Vector3.one * 0.2f;
//}
//m_MobMark.Set(active, tf_HUD_Dmg);
}
public override void Play_Hit() public override void Play_Hit()
{ {

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@ -19,7 +19,7 @@ public partial class InGameInfo : MyCoroutine
Dictionary<string, List<GameObject>> dic_str_Effect = new Dictionary<string, List<GameObject>>(); Dictionary<string, List<GameObject>> dic_str_Effect = new Dictionary<string, List<GameObject>>();
Dictionary<eEffect, List<GameObject>> dic_Skill = new Dictionary<eEffect, List<GameObject>>(); Dictionary<eEffect, List<GameObject>> dic_Skill = new Dictionary<eEffect, List<GameObject>>();
Dictionary<eObj, List<GameObject>> dic_Obj = new Dictionary<eObj, List<GameObject>>(); Dictionary<eObj, GameObject> dic_Obj = new Dictionary<eObj, GameObject>();
eGameMode m_GameMode; eGameMode m_GameMode;
List<GameObject> list_dropitems = new List<GameObject>(); List<GameObject> list_dropitems = new List<GameObject>();
List<ProjectileData> list_projectileData = new List<ProjectileData>(); List<ProjectileData> list_projectileData = new List<ProjectileData>();
@ -35,20 +35,17 @@ public partial class InGameInfo : MyCoroutine
list_quickamount.Add(0); list_quickamount.Add(0);
for (eObj i = 0; i < eObj.Max; i++) for (eObj i = 0; i < eObj.Max; i++)
dic_Obj.Add(i, new List<GameObject>()); dic_Obj.Add(i, null);
AddrResourceMgr.Ins.LoadObject<GameObject>("Assets/Res_Addr/Obj/MobMark.prefab", handle => AddrResourceMgr.Ins.LoadObject<GameObject>("Assets/Res_Addr/Obj/MobMark.prefab", handle =>
{ {
if (handle.IsDone && handle.Status == AsyncOperationStatus.Succeeded) if (handle.IsDone && handle.Status == AsyncOperationStatus.Succeeded)
{
for (int i = 0; i < 4; i++)
{ {
var mm = DSUtil.Get_Clone(handle.Result, tf_Objs); var mm = DSUtil.Get_Clone(handle.Result, tf_Objs);
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(mm); AddrResourceMgr.Ins.Set_AddressableReleaseSelf(mm);
dic_Obj[eObj.MobMark].Add(mm); dic_Obj[eObj.MobMark] = mm;
mm.SetActive(false); mm.SetActive(false);
} }
}
}); });
for (int i = 0; i < 200; i++) // 너무 많나? for (int i = 0; i < 200; i++) // 너무 많나?
@ -376,20 +373,7 @@ public partial class InGameInfo : MyCoroutine
}); });
} }
public GameObject Get_Obj(eObj obj) public GameObject Get_Obj(eObj obj) { return dic_Obj[obj]; }
{
GameObject temp = null;
for (int i = 0; i < dic_Obj[obj].Count; i++)
{
if (!dic_Obj[obj][i].activeInHierarchy)
{
temp = dic_Obj[obj][i];
break;
}
}
return temp;
}
string Get_SkillPrefabPath(eEffect effect) string Get_SkillPrefabPath(eEffect effect)
{ {

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@ -1,24 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class MobMark : MonoBehaviour public class MobMark : MonoBehaviour
{ {
Transform tf_Target; Actor m_Target;
bool isTarget;
private void Update() private void Update()
{ {
if (tf_Target) if (isTarget) transform.position = m_Target.Get_Top_postion();
transform.position = tf_Target.position;
} }
public void Set(bool active, Transform tf) public void Set(bool active, Actor actor)
{ {
gameObject.SetActive(active); gameObject.SetActive(active);
if (active) if (active)
{ {
transform.SetPositionAndRotation(tf.position, Quaternion.Euler(Vector3.left * 90f)); m_Target = actor;
tf_Target = tf; isTarget = m_Target;
} }
} }
} }