버그 수정
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@ -115491,7 +115491,7 @@ PrefabInstance:
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- target: {fileID: 8170153791668043269, guid: 0d230cc8be529a542a08cb878ab14b18,
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type: 3}
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propertyPath: m_IsActive
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value: 0
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value: 1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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@ -2459,7 +2459,7 @@ Transform:
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m_GameObject: {fileID: 2138797020834234801}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 130.8, y: 0.01, z: 133}
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m_LocalPosition: {x: 104.2, y: 0.01, z: 47.6}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -2477,7 +2477,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 935c913087b349141aa632be4f8c2689, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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n_MonsterID: 1001
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n_MonsterID: 10001
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n_SpawnerId: 1
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--- !u!1 &2246745228298233982
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GameObject:
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@ -14,6 +14,25 @@ public class Skill_DeathBlade : ProjectileBase
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public override void Set(ProjectileData _data)
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{
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_data.Action_OnHit = hitter =>
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{ // 단검을 맞췄을 경우
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if (go_dagger.activeInHierarchy)
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{
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_data.Action_OnHit = null;
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StopCoroutine(CoStrait); CoStrait = null;
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StopCoroutine(CoOff); CoOff = null;
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go_dagger.SetActive(false);
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InGameInfo.Ins.Show_Effect("Effect_Teleport", _data.shooter.Get_position());
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_data.shooter.Set_Invisible(1.0f, () =>
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{
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_data.shooter.Set_Warp(hitter.Get_PositionBack());
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_data.shooter.Play_Skill("bd_skill3_next");
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StartCoroutine(Co_JoyStick(hitter));
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});
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}
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};
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go_dagger.SetActive(true);
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go_nextattack.SetActive(false);
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_data.Speed = speed;
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@ -22,24 +41,6 @@ public class Skill_DeathBlade : ProjectileBase
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base.Set(_data);
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CoStrait = StartCoroutine(Co_Move_Strait(eProjectileStrait.Forward));
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CoOff = StartCoroutine(Co_Off(lifetime));
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_data.Action_OnHit = hitter =>
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{ // 단검을 맞췄을 경우
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_data.Action_OnHit = null;
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StopCoroutine(CoStrait);
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CoStrait = null;
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StopCoroutine(CoOff);
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CoOff = null;
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go_dagger.SetActive(false);
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InGameInfo.Ins.Show_Effect("Effect_Teleport", _data.shooter.Get_position());
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_data.shooter.Set_Invisible(1.0f, () =>
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{
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_data.shooter.Set_Warp(hitter.Get_PositionBack());
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_data.shooter.Play_Skill("bd_skill3_next");
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StartCoroutine(Co_JoyStick(hitter));
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});
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};
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}
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IEnumerator Co_JoyStick(Actor hitter)
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