798 lines
32 KiB
C#
798 lines
32 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public enum eMobStatus { None, PatrolWait, PatrolRot, Patroling, Battle, BattleStop, Attack, Chase, Skill }
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public class MobActor : Actor
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{
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public Transform tf_MeeleAttackPos;
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public int MagicID, HealCount;
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public float HealRate = 0.1f;
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protected int m_SpawnerId;
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protected eMobStatus MobStatus;
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Vector3 OriginalPos, TargetPatrolPos;
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float m_PatrolDelay, m_DieTime, f_BaseChaseRange, HealPerSec, HPRegenPerSec;
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bool b_IsFirstAttack, NoUpdate_byTool;
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protected MonsterAppearData m_MonsterAppearData;
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protected MonsterTableData m_MonsterTableData;
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protected Dictionary<SkillListTableData, int> dic_skill = new Dictionary<SkillListTableData, int>();
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Action<int> m_actDie;
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protected MobMark m_MobMark;
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protected NoSeeLongDMob m_NoSeeLongDMob;
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bool useMeeleAttackPos;
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bool isNSLDMob;
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List<Actor> list_summon = new List<Actor>();
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protected override void Start()
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{
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base.Start();
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GetComponent<Rigidbody>().isKinematic = true;
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m_NoSeeLongDMob = GetComponent<NoSeeLongDMob>();
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isNSLDMob = !DSUtil.CheckNull(m_NoSeeLongDMob);
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useMeeleAttackPos = !DSUtil.CheckNull(tf_MeeleAttackPos);
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}
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public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false)
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{
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base.Set(isEnemy, owner, sdata, _id, _stop);
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if (MagicID > 0) m_Magic = new UseMagicInfo { m_SkillTableData = table_skilllist.Ins.Get_Data_orNull(MagicID), m_uiIndex = -1 };
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m_SpawnerId = _id;
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m_MonsterAppearData = table_monsterappear.Ins.Get_Data_orNull(m_SpawnerId);
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//var chapter = InGameInfo.Ins.Get_CurStageData().Chapter;
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if (transform.localScale.x > 1f)
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{
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m_NavMeshAgent.stoppingDistance = m_NavStopDistance * transform.localScale.x;
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if (m_AttackType == eAttackType.Physics && m_NavMeshAgent.stoppingDistance > 7f) m_NavMeshAgent.stoppingDistance = 7f;
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//else m_AttackType == eAttackType.Range && m_NavMeshAgent.stoppingDistance > 20f) m_NavMeshAgent.stoppingDistance = 20f;
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}
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//if (m_SubRole == eSubRol.Dummy) IsStop = true; // 가만히 맞아야 할 때
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#if UNITY_EDITOR
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if (SceneManager.GetActiveScene().name == "StatTest") return;
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#endif
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Set_Warp(Get_position());
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}
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public virtual void Set(MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
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{
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m_Role = eRole.Mob;
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m_SubRole = mobtable.e_MonsterType;
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m_actDie = actDie;
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bool IsBoss = IsSubRole(eSubRol.Boss);
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m_MonsterTableData = mobtable;
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transform.localScale = m_MonsterTableData.f_DefaultScale * Vector3.one;
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m_AttackType = m_MonsterTableData.e_AttackType;
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m_NavStopDistance = m_MonsterTableData.f_BaseATKRange;
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b_IsFirstAttack = m_MonsterTableData.b_IsFirstAttack;
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f_BaseChaseRange = m_MonsterTableData.f_BaseChaseRange;
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//var chapter = InGameInfo.Ins.Get_CurStageData().Chapter;
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//if (IsBoss && chapter < 101) { GameUI.Ins.IngameUI.m_BossInfoUI.Set(m_MonsterTableData.Get_Name()); }
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// 순찰 모드로 전환
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transform.SetPositionAndRotation(pos, Quaternion.identity);
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OriginalPos = pos;
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Change_MobStatus(eMobStatus.PatrolWait);
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// 몹 스탯 설정
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m_Stat = new ActorStatInfo(m_Role, m_MonsterTableData, m_MonsterAppearData);
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m_Stat.Set_Maze();
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Reset_AttackCoolTime();
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m_NavSpeed = m_NavMeshAgent.speed = (float)m_Stat.Get_Stat(eStat.FinalMoveSpeed);
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m_NavMeshAgent.avoidancePriority = 51 + order;
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HealPerSec = 0f;
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HPRegenPerSec = (float)m_Stat.Get_Stat(eStat.HP_REGEN_Per1Sec);
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#if UNITY_EDITOR
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if (SceneManager.GetActiveScene().name == "StatTest")
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{
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transform.localPosition = Vector3.zero;
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return;
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}
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#endif
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InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", pos);
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//GameUI.Ins.IngameUI.m_ChapterQuest.Add_PurposeCount(new ChapterQuestAddData { purpose = ePurpose.MeetMob, mobid = m_MonsterTableData.n_MonsterID });
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}
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public void Set(int iteration, bool isFirstAttack, float chaseRange)
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{
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b_IsFirstAttack = isFirstAttack;
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f_BaseChaseRange *= chaseRange;
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m_Stat.Set_Wave(iteration);
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}
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public override void On_Regen(bool reincarnation = false, float healrate = 1f)
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{
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base.On_Regen(reincarnation, healrate);
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Change_MobStatus(eMobStatus.PatrolWait);
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if (m_BoxCollider) m_BoxCollider.enabled = true;
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m_NavMeshAgent.enabled = true;
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if (!reincarnation)
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{
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Set_Warp(OriginalPos);
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InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
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Reset_Extra();
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list_summon.ForEach(f => f.Off());
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}
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}
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protected override void Awake()
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{
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base.Awake();
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m_NavMeshAgent.avoidancePriority = 51;
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tag = "Mob";
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}
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protected override void Update()
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{
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if (IsDead()) return;
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Update_HealPerSec();
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if (NoUpdate_byTool || IsStop || IsCC()) return;
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if (isNSLDMob && m_NoSeeLongDMob.IsNoSeeMob()) return;
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base.Update();
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if (IsSubRole(eSubRol.Mimic)) Del_Target();
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// 순찰 중
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switch (MobStatus)
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{
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case eMobStatus.PatrolWait:
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if (m_PatrolDelay > 0f)
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m_PatrolDelay -= Time.deltaTime;
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else
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Change_MobStatus(eMobStatus.PatrolRot);
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//if (!IsSubRole(eSubRol.Mimic))
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// Check_Battle();
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break;
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case eMobStatus.PatrolRot:
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// TargetPatrolPos 위치를 바라봄
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Vector3 directionToTarget = (TargetPatrolPos - transform.position).normalized;
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Quaternion lookRotation = Quaternion.LookRotation(new Vector3(directionToTarget.x, 0, directionToTarget.z));
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transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
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if (Quaternion.Angle(transform.rotation, lookRotation) < 5f)
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Change_MobStatus(eMobStatus.Patroling);
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break;
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case eMobStatus.Patroling:
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// TargetPatrolPos 위치로 이동함
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if (Complete_Destination())
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{
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Change_MobStatus(eMobStatus.PatrolWait);
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if (!IsSubRole(eSubRol.Mimic))
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Check_Battle();
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}
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break;
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case eMobStatus.BattleStop:
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Change_MobStatus(eMobStatus.PatrolRot);
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if (!IsSubRole(eSubRol.Mimic))
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Heal(1f);
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break;
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case eMobStatus.Battle:
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if (isTarget)
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{
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if (CurAnim < eAnim.Attack && Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance)
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{
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if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3))
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Change_MobStatus(eMobStatus.Chase);
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}
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else
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Change_MobStatus(eMobStatus.Attack);
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}
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else
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Change_MobStatus(eMobStatus.BattleStop);
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Check_Patrol();
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break;
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case eMobStatus.Attack:
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if (isTarget)
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{
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if (m_Target.IsDead())
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{
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Check_Battle();
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if (MobStatus == eMobStatus.Attack) // 다음 타겟 못 찾았음
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Change_MobStatus(eMobStatus.PatrolWait);
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}
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else
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{
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if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3) && Vector3.Distance(m_Target.Get_position(), Get_position()) > m_NavStopDistance)
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Change_MobStatus(eMobStatus.Chase);
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else if (m_attackCoolTime <= 0f)
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{
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m_attackCoolTime = 1f;
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Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
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}
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}
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}
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else
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Change_MobStatus(eMobStatus.BattleStop);
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break;
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case eMobStatus.Chase:
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if (isTarget)
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{
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Set_Path(m_Target.Get_position());
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if (Vector3.Distance(Get_position(), m_Target.Get_position()) <= m_NavMeshAgent.stoppingDistance)
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Change_MobStatus(eMobStatus.Attack);
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}
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Check_Patrol();
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break;
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case eMobStatus.Skill:
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if (!isTarget || (isTarget && m_Target.IsDead()))
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Change_MobStatus(eMobStatus.PatrolWait);
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break;
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}
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{
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if (m_attackCoolTime > 0f) m_attackCoolTime -= Time.deltaTime;
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if (m_HitTime > 0f) { m_HitTime -= Time.deltaTime; if (m_attackCoolTime > 0f) return; }
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if (GoToTargetTime > 0f) GoToTargetTime -= Time.deltaTime;
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//// 일정 시간이 지나면 가장 가까운 적을 다시 찾아봄
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//if (FindOtherTargetTime > 0f)
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//{
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// FindOtherTargetTime -= Time.deltaTime;
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// if (FindOtherTargetTime <= 0f)
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// {
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// FindOtherTargetTime = 7.5f;
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// FindNextTarget(m_FindDist);
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// }
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//}
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}
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}
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void Update_HealPerSec()
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{
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if (HPRegenPerSec > 0f)
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{
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HealPerSec += Time.deltaTime;
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if (HealPerSec >= 1f)
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{
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HealPerSec = 0f;
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if (m_Stat.Get_Stat(eStat.HP_REGEN_Per1Sec) > 0)
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Heal(HPRegenPerSec);
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}
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}
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}
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public override void Change_MobStatus(eMobStatus mobStatus)
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{
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#if UNITY_EDITOR
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if (SceneManager.GetActiveScene().name == "StatTest") return;
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#endif
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MobStatus = mobStatus;
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switch (mobStatus)
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{
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case eMobStatus.PatrolWait:
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Del_Target();
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Play_Idle();
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m_PatrolDelay = m_MonsterTableData.f_PatrolWaitTime;
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if (m_NavMeshAgent.isOnNavMesh && !IsCC()) m_NavMeshAgent.isStopped = false;
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m_NavMeshAgent.stoppingDistance = 0.1f;
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break;
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case eMobStatus.PatrolRot:
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Del_Target();
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if (m_NavMeshAgent.isOnNavMesh && !IsCC()) m_NavMeshAgent.isStopped = false;
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TargetPatrolPos = DSUtil.Get_RandomPos_onNavMesh(OriginalPos, m_MonsterAppearData.f_PatrolRange - 1f, m_MonsterAppearData.f_PatrolRange);
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break;
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case eMobStatus.Patroling:
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Del_Target();
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Play_Run();
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Set_Path(TargetPatrolPos);
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m_NavMeshAgent.stoppingDistance = 0.1f;
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break;
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case eMobStatus.Battle:
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m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
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FindNextTarget(10000f);
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break;
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case eMobStatus.BattleStop:
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Del_Target();
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Play_Idle();
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StopMove_Imm(true);
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Reset_Extra();
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break;
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case eMobStatus.Attack:
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break;
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case eMobStatus.Chase:
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Play_Run();
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break;
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}
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}
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protected override void Check_Battle()
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{
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if (b_IsFirstAttack)
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{ // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환
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var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), f_BaseChaseRange);
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if (enemies.Count > 0)
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Change_MobStatus(eMobStatus.Battle);
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}
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}
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void Check_Patrol()
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{
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// 플레이어가 추적 범위 밖으로 나가면 순찰 상태로 전환
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if (MobStatus != eMobStatus.PatrolRot && !isPlaying(eAnim.Attack, eAnim.Skill) &&
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(!isTarget || Vector3.Distance(OriginalPos, Get_position()) > m_MonsterTableData.f_BaseChaseRange))
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Change_MobStatus(eMobStatus.BattleStop);
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}
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//protected override void Check_Attack()
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//{
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// // 현재 애니메이션 상태 정보를 가져옴
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// AnimatorStateInfo stateInfo = m_animation.GetCurrentAnimatorStateInfo(0);
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// // 애니메이션의 특정 구간 (예: 30%에서 40% 사이) 확인
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// if (stateInfo.normalizedTime >= 0.3f && stateInfo.normalizedTime <= 0.4f && stateInfo.IsName("attack"))
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// {
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// // 데미지를 한 번만 적용
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// if (!hasAppliedDamage)
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// {
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// switch (CurAnim)
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// {
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// case eAnim.Attack:
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// case eAnim.Attack2:
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// case eAnim.Attack3:
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// case eAnim.Attack4:
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// switch (m_AttackType)
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// {
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// // 근접
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// case eAttackType.MeleePhysics:
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// case eAttackType.MeleeMagic:
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// case eAttackType.MeleePure:
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// m_Target.Get_Damage(Get_DamageInfo());
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// break;
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// // 원거리
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// case eAttackType.RangePhysics:
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// case eAttackType.RangeMagic:
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// case eAttackType.RangePure:
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// ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile, this, m_Target, 1f, tfs_ProjectileStart[0].position);
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// break;
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// }
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// break;
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// case eAnim.Skill1:
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// case eAnim.Skill2:
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// break;
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// }
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// hasAppliedDamage = true; // 데미지가 적용되었음을 표시
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// }
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// }
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// else
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// {
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// // 구간을 벗어나면 다시 데미지 적용 가능하도록 설정
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// hasAppliedDamage = false;
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// }
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//}
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protected void FindNextTarget(float _dist)
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{
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switch (m_SubRole)
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{
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case eSubRol.Mimic: break;
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default:
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m_Target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(IsEnemy(), Get_position());
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break;
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}
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}
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protected override void Kill_OnePunch(DamageInfo dinfo)
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{
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base.Kill_OnePunch(dinfo);
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if (!DSUtil.CheckNull(dinfo.Beater_pd) &&
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!DSUtil.CheckNull(dinfo.Beater_pd.m_SkillListTableData) &&
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dinfo.Beater_pd.m_SkillListTableData.e_Skill == eEffect.Skill_FireBolt)
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ServerInfo.Ins.m_ServerData.Add_TitleCondition(59); // 칭호 : 두방은 사치
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}
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protected override void VeryStrongDamage(double dmg)
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{
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base.VeryStrongDamage(dmg);
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if (dmg > 1000000000000d) ServerInfo.Ins.m_ServerData.Add_Item(new ItemData(eItem.Title, 68, 1)); // 칭호 : 한방있는
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}
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protected override void Set_Die()
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{
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#if UNITY_EDITOR
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if (SceneManager.GetActiveScene().name == "StatTest")
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return;
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#endif
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var sdata = ServerInfo.Ins.m_ServerData;
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if (n_Reincarnation <= 0)
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{
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DungeonInfo.Ins.Add_WaveScore(1); // TODO 정인호 : 웨이브 점수
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DungeonInfo.Ins.Add_WaveGold(10); // TODO 정인호 : 웨이브 골드
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sdata.Add_CollectionMobKill(m_MonsterTableData.n_MonsterID);
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}
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base.Set_Die();
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m_DieTime = m_MonsterAppearData.f_SpawnerDelay;
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//m_MonsterAppearData.Cal_DropItems(this);
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if (IsSubRole(eSubRol.Boss))
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{
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Time.timeScale = 0.3f;
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Set_Coroutine(() =>
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{
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Time.timeScale = MyValue.Get_GameSpeed();
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}, 0.4f);
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sdata.Add_MissionCount(MyValue.arr_Mission[0], 3);
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sdata.Add_MissionCount(MyValue.arr_Mission[1], 2);
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}
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else
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{
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#if UNITY_EDITOR
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if (SceneManager.GetActiveScene().name == "StatTest") return;
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#endif
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sdata.Add_MissionCount(MyValue.arr_Mission[0], 2);
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sdata.Add_MissionCount(MyValue.arr_Mission[1], 1);
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}
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}
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protected override void After_Die()
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{
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base.After_Die();
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if (n_Reincarnation == 0)
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m_actDie?.Invoke(m_MonsterTableData.n_MonsterID);
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}
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public override void Shoot_Skill()
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{
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base.Shoot_Skill();
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Reset_AttackCoolTime();
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}
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public override DamageInfo Get_DamageInfo(ProjectileData _pd, bool forceCri = false)
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{
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var dinfo = base.Get_DamageInfo(_pd, forceCri);
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if (m_Stat.Get_Stat(eStat.DMG_TO_HP) > 0d)
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dinfo.act_returnLastDmg = Get_LastDmg;
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if (m_MonsterTableData.n_PassiveSkillID > 0)
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{
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var skilldata = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
|
|
if (skilldata.e_SkillExtraType != eSkillExtraType.None)
|
|
{
|
|
_pd.m_SkillListTableData = skilldata;
|
|
_pd.e_SkillExtraType = skilldata.e_SkillExtraType;
|
|
_pd.m_skillTypeConfigTable = table_skilltypeconfig.Ins.Get_Data_orNull(_pd.e_SkillExtraType);
|
|
}
|
|
}
|
|
return dinfo;
|
|
}
|
|
|
|
private void Get_LastDmg(double dmg)
|
|
{
|
|
if (m_Stat.Get_Stat(eStat.DMG_TO_HP) > 0d)
|
|
Heal(dmg * m_Stat.Get_Stat(eStat.DMG_TO_HP));
|
|
}
|
|
|
|
public override void Get_Damage(DamageInfo _dinfo)
|
|
{
|
|
//_dinfo.Damage = 1f; // 테스트 : 몹 안 죽게
|
|
base.Get_Damage(_dinfo);
|
|
|
|
// 멀리서 맞았으면 맞은 몹을 타겟으로 잡고 주변 몹들도 같이 간다.
|
|
if (!isTarget)
|
|
{
|
|
Change_Target(false, _dinfo.Beater, true);
|
|
|
|
// TODO 정인호 : 몬스터 주변 몬스터 부르기
|
|
//var allies = ActorInfo.Ins.Get_EnemyActors(m_Role, transform, m_byHitDist);
|
|
//for (int i = 0; i < allies.Count; i++)
|
|
// if (allies[i].Get_Target() == null)
|
|
// allies[i].Change_Target(false, m_Target, true);
|
|
}
|
|
|
|
if (m_MonsterTableData.n_PassiveSkillID > 0 && !IsDead())
|
|
{
|
|
var skilldata = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
|
|
if (skilldata.e_SkillEnhance == eSkillEnhance.SummonMob)
|
|
{
|
|
int perval1 = (int)(Get_hpLostPercentage() / skilldata.f_ExtraValue1);
|
|
if (n_SummonCount < perval1)
|
|
{
|
|
++n_SummonCount;
|
|
if (list_summon.Count >= n_SummonCount * skilldata.f_ExtraValue2)
|
|
{
|
|
int startindex = (n_SummonCount - 1) * (int)skilldata.f_ExtraValue2;
|
|
for (int i = startindex; i < skilldata.f_ExtraValue2; i++)
|
|
list_summon[i].On_Regen();
|
|
}
|
|
else
|
|
{
|
|
var mobData = table_monsterlist.Ins.Get_Data_orNull((int)skilldata.f_ExtraValue4);
|
|
for (int i = 0; i < skilldata.f_ExtraValue2; i++)
|
|
{
|
|
AddrResourceMgr.Ins.LoadObject<GameObject>(mobData.s_MonsterPrefab, handle =>
|
|
{
|
|
var mob = DSUtil.Get_Clone<MobActor>(handle.Result, transform.parent);
|
|
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(mob.gameObject);
|
|
ActorInfo.Ins.Add_Actor(mob, eRole.Mob, m_MonsterAppearData.n_SpawnerID, mobData.s_MonsterPrefab);
|
|
mob.Set(true, null, null, m_MonsterAppearData.n_SpawnerID, false);
|
|
mob.Set(mobData, DSUtil.Get_RandomPos_onNavMesh(Get_position(), 2f), null, 0);
|
|
mob.m_SubRole = eSubRol.Summon;
|
|
mob.On_Regen();
|
|
mob.Get_StatInfo().Reset_byStatInfo(Get_StatInfo(), skilldata.f_ExtraValue3);
|
|
list_summon.Add(mob);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
public override void Change_Target(bool _ispc, Actor target, bool _ChangeTargetByHit = false)
|
|
{
|
|
base.Change_Target(_ispc, target, _ChangeTargetByHit);
|
|
if (isTarget) b_IsFirstAttack = true;
|
|
if (b_IsFirstAttack) Change_MobStatus(eMobStatus.Battle);
|
|
}
|
|
protected override void Heal_To_Target()
|
|
{
|
|
base.Heal_To_Target();
|
|
if (isTarget) m_Target.Heal(HealRate);
|
|
if (HealCount > 0)
|
|
{
|
|
var allies = ActorInfo.Ins.Get_AlliesActors(IsEnemy(), Get_position());
|
|
var hurts = allies.FindAll(f => f != m_Target && f.Get_HP() < f.Get_MaxHP());
|
|
for (int i = 0; i < hurts.Count; i++)
|
|
{
|
|
hurts[i].Heal(HealRate);
|
|
if (i + 1 == HealCount - 1) break;
|
|
}
|
|
}
|
|
}
|
|
public override MonsterAppearData Get_MonsterStatTableData() { return m_MonsterAppearData; }
|
|
public override bool isNoseeMob() { return isNSLDMob ? m_NoSeeLongDMob.IsNoSeeMob() : false; }
|
|
public override int Get_Group() { return m_SpawnerId; }
|
|
protected override void Set_MobMark(bool active)
|
|
{
|
|
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()
|
|
{
|
|
base.Play_Hit();
|
|
switch (m_SubRole)
|
|
{
|
|
default:
|
|
switch (CurAnim)
|
|
{
|
|
case eAnim.Die:
|
|
case eAnim.Hit:
|
|
case eAnim.Attack:
|
|
case eAnim.Skill:
|
|
return;
|
|
}
|
|
break;
|
|
case eSubRol.Elite:
|
|
switch (CurAnim)
|
|
{
|
|
case eAnim.Run:
|
|
case eAnim.Die:
|
|
case eAnim.Hit:
|
|
case eAnim.Attack:
|
|
case eAnim.Skill:
|
|
return;
|
|
}
|
|
break;
|
|
case eSubRol.Boss:
|
|
return;
|
|
}
|
|
if (IsDead() || IsCC()) return;
|
|
|
|
if (IsRole(eRole.Mob)) m_HitTime = 0.5f;
|
|
m_animation.speed = 1f;
|
|
AnimationPlay(MyValue.Get_AnimName(eAnim.Hit));
|
|
}
|
|
public override void Projectile(string s)
|
|
{
|
|
base.Projectile(s);
|
|
if (ProjectileInfo.ProjectileInfoOn)
|
|
{
|
|
if (m_MonsterTableData.n_PassiveSkillID > 0)
|
|
{
|
|
var skilldata = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
|
|
if (skilldata.e_SkillEnhance == eSkillEnhance.RageOfFairy)
|
|
{
|
|
int perval1 = (int)(Get_hpLostPercentage() / skilldata.f_ExtraValue1);
|
|
if (perval1 > 0) Buff_or_Debuff(eCC.MultiShot, 1000f, 0d, perval1);
|
|
else Buff_or_Debuff(eCC.MultiShot, 0f, 0d, 0);
|
|
}
|
|
}
|
|
|
|
Shoot_Projectile(m_MonsterTableData.s_Porjectile1, m_MonsterTableData.f_ProjectileLifeTime1,
|
|
useMeeleAttackPos ? tf_MeeleAttackPos.position : Get_CenterPositionFoward());
|
|
}
|
|
}
|
|
|
|
protected override void Check_Extra(eSkillExtraTiming timing)
|
|
{
|
|
base.Check_Extra(timing);
|
|
|
|
// Dictionary의 Key를 배열로 가져오기 (복사본을 사용하여 수정 방지)
|
|
var keys = new List<SkillListTableData>(dic_skill.Keys);
|
|
|
|
for (int i = 0; i < keys.Count; i++)
|
|
{
|
|
var temp = keys[i];
|
|
if (temp.e_SkillExtraType == eSkillExtraType.None) continue;
|
|
var skilltype = table_skilltypeconfig.Ins.Get_Data_orNull(temp.e_SkillExtraType);
|
|
if (skilltype.e_SkillExtraTiming == timing)
|
|
{
|
|
switch (skilltype.e_SkillExtraType)
|
|
{
|
|
case eSkillExtraType.Barrier: // 배리어 On
|
|
if (dic_skill[temp] > 0)
|
|
{
|
|
var conditionHP = Get_MaxHP() * temp.f_ExtraValue1;
|
|
if (conditionHP >= Get_HP())
|
|
Show_Barrier(temp, skilltype, 10000);
|
|
}
|
|
break;
|
|
case eSkillExtraType.Reincarnation: // 부활 체크
|
|
if (n_Reincarnation > 0 && IsDead())
|
|
{
|
|
--n_Reincarnation;
|
|
On_Regen(true, temp.f_ExtraValue2);
|
|
InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, Get_position());
|
|
Check_Battle();
|
|
}
|
|
break;
|
|
case eSkillExtraType.PerHPBuff_SPD:
|
|
PerHPBuff(eCC.PerHPBuff_SPD, eCC.ATKSPD_Up, eCC.MOVSPD_Up, temp, skilltype);
|
|
break;
|
|
case eSkillExtraType.PerHPBuff_ADEF:
|
|
PerHPBuff(eCC.PerHPBuff_ADEF, eCC.ATK_Mul, eCC.DEF_Mul, temp, skilltype);
|
|
break;
|
|
case eSkillExtraType.PerHPBuff_AMDEF:
|
|
PerHPBuff(eCC.PerHPBuff_AMDEF, eCC.ATK_Mul, eCC.MDEF_Mul, temp, skilltype);
|
|
break;
|
|
case eSkillExtraType.PerHPBuff_AASPD:
|
|
PerHPBuff(eCC.PerHPBuff_AASPD, eCC.ATK_Mul, eCC.ATKSPD_Up, temp, skilltype);
|
|
break;
|
|
case eSkillExtraType.PerHPBuff_AMSPD:
|
|
PerHPBuff(eCC.PerHPBuff_AMSPD, eCC.ATK_Mul, eCC.MOVSPD_Up, temp, skilltype);
|
|
break;
|
|
case eSkillExtraType.Revive30:
|
|
if (!IsDead())
|
|
{
|
|
bool revive = false;
|
|
|
|
if (n_Reincarnation == 3 && Get_hpLostPercentage() >= temp.f_ExtraValue1)
|
|
revive = true;
|
|
else if (n_Reincarnation == 2 && Get_hpLostPercentage() >= temp.f_ExtraValue1 * 2f)
|
|
revive = true;
|
|
else if (n_Reincarnation == 1 && Get_hpLostPercentage() >= temp.f_ExtraValue1 * 3f)
|
|
revive = true;
|
|
|
|
if (revive)
|
|
{
|
|
if (!DSUtil.CheckNull(revive_co)) StopCoroutine(revive_co);
|
|
revive_co = StartCoroutine(Co_Revive(3f, temp.f_ExtraValue2, temp.f_ExtraValue3, skilltype));
|
|
}
|
|
}
|
|
else
|
|
n_Reincarnation = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void Show_Barrier(SkillListTableData skilldata, SkillTypeConfigTableData skilltype, float lifeTime)
|
|
{
|
|
dic_skill[skilldata] = 0;
|
|
dic_skillextra[skilltype.e_SkillExtraType] = true;
|
|
InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, lifeTime,
|
|
effect =>
|
|
{
|
|
if (!dic_CCEffect.ContainsKey(eCC.Barrier))
|
|
dic_CCEffect.Add(eCC.Barrier, null);
|
|
dic_CCEffect[eCC.Barrier] = effect;
|
|
dic_ccData[eCC.Barrier].TimeUpdate = true;
|
|
dic_ccData[eCC.Barrier].CCTime = lifeTime;
|
|
dic_ccData[eCC.Barrier].CCDmg = Get_MaxHP() * skilldata.f_ExtraValue2;
|
|
});
|
|
}
|
|
|
|
|
|
Coroutine revive_co;
|
|
IEnumerator Co_Revive(float revivetime, float nodmgtime, float dmg, SkillTypeConfigTableData skilltype)
|
|
{
|
|
--n_Reincarnation;
|
|
DeadStatus = true;
|
|
Play_Die();
|
|
|
|
yield return new WaitForSeconds(revivetime);
|
|
|
|
NoDmgTime = nodmgtime;
|
|
InGameInfo.Ins.Show_Effect(skilltype.e_SkillEffect, this, skilltype.e_EffectLocation, nodmgtime);
|
|
|
|
yield return new WaitForSeconds(0.5f);
|
|
Play_Idle();
|
|
DeadStatus = false;
|
|
ProjectileInfo.Ins.Shoot_Projectile("Projectile_Revive30", this, null, dmg, Get_Center_position(), 2f);
|
|
}
|
|
|
|
void PerHPBuff(eCC skilltypecc, eCC buffcc1, eCC buffcc2, SkillListTableData temp, SkillTypeConfigTableData skilltype)
|
|
{
|
|
if (!dic_ccValue.ContainsKey(buffcc1)) dic_ccValue.Add(buffcc1, 0f);
|
|
if (!dic_ccValue.ContainsKey(buffcc2)) dic_ccValue.Add(buffcc2, 0f);
|
|
|
|
int perval1 = (int)(Get_hpLostPercentage() / temp.f_ExtraValue1);
|
|
if (temp.f_ExtraValue1 > 0) // val1이 0이 아니어야 함 (0으로 나누는 오류 방지)
|
|
{
|
|
dic_ccValue[buffcc1] = perval1 * temp.f_ExtraValue2;
|
|
dic_ccValue[buffcc2] = perval1 * temp.f_ExtraValue3;
|
|
}
|
|
|
|
if (perval1 > 0)
|
|
Show_TargetEffect_NoTime(skilltypecc, skilltype.e_SkillEffect, skilltype.e_EffectLocation);
|
|
}
|
|
void Show_TargetEffect_NoTime(eCC cc, string effectprefab, eEffectLocation location)
|
|
{
|
|
if (!dic_CCEffect.ContainsKey(cc) || !dic_CCEffect[cc].IsMyEffect(this))
|
|
InGameInfo.Ins.Show_Effect(effectprefab, this, location, 1000000,
|
|
effect =>
|
|
{
|
|
if (!dic_CCEffect.ContainsKey(cc))
|
|
dic_CCEffect.Add(cc, null);
|
|
dic_CCEffect[cc] = effect;
|
|
});
|
|
else if (!dic_CCEffect[cc].isActiveAndEnabled)
|
|
{
|
|
dic_CCEffect[cc].gameObject.SetActive(true);
|
|
dic_CCEffect[cc].Reset_Time(100000);
|
|
}
|
|
}
|
|
|
|
float Get_hpLostPercentage()
|
|
{
|
|
var maxHP = Get_MaxHP();
|
|
return (float)((maxHP - Get_HP()) / maxHP); // 체력 감소 비율 (0.0 ~ 1.0)
|
|
}
|
|
|
|
void Reset_Extra()
|
|
{
|
|
if (m_MonsterTableData.n_PassiveSkillID <= 0)
|
|
return;
|
|
|
|
var pSkill = table_skilllist.Ins.Get_Data_orNull(m_MonsterTableData.n_PassiveSkillID);
|
|
|
|
if (!dic_skill.ContainsKey(pSkill))
|
|
dic_skill[pSkill] = 0;
|
|
n_SummonCount = n_Reincarnation = 0;
|
|
list_summon.ForEach(f => f.Off());
|
|
|
|
switch (pSkill.e_SkillExtraType)
|
|
{
|
|
case eSkillExtraType.Barrier:
|
|
dic_skill[pSkill] = 1;
|
|
dic_skillextra[pSkill.e_SkillExtraType] = false;
|
|
|
|
// dic_ccData[eCC.Barrier]가 존재하는지 확인 후 초기화
|
|
if (dic_ccData.ContainsKey(eCC.Barrier))
|
|
dic_ccData[eCC.Barrier].CCDmg = 0;
|
|
|
|
// dic_CCEffect[eCC.Barrier]가 존재하는지 확인 후 제거
|
|
if (dic_CCEffect.ContainsKey(eCC.Barrier) && dic_CCEffect[eCC.Barrier].IsMyEffect(this))
|
|
dic_CCEffect[eCC.Barrier].Off_Imm();
|
|
break;
|
|
case eSkillExtraType.Reincarnation:
|
|
n_Reincarnation = (int)pSkill.f_ExtraValue1; // 부활 횟수
|
|
break;
|
|
case eSkillExtraType.Revive30:
|
|
n_Reincarnation = 3;
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void Set_NoUpdate_byTool(MonsterTableData mobdata)
|
|
{
|
|
NoUpdate_byTool = true;
|
|
m_MonsterTableData = mobdata;
|
|
}
|
|
} |