121 lines
3.9 KiB
C#
121 lines
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class WizardActor : PCActor
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{
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float t = 1f;
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void Shoot_MyProjectile()
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{
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Reset_AttackCoolTime();
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m_DamageRate = 1f;
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if (InGameInfo.Ins.Get_SelectSkillData(eEffect.Select_DoubleShot))
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{
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m_DamageRate = table_selectskill.Ins.Get_Data(eEffect.Select_DoubleShot).ValueBase;
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Set_Coroutine(Shoot_MagicMissile, 0.25f);
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}
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if (InGameInfo.Ins.Get_SelectSkillData(eEffect.Select_TripleShot))
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{
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m_DamageRate = table_selectskill.Ins.Get_Data(eEffect.Select_TripleShot).ValueBase;
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Set_Coroutine(Shoot_MagicMissile, 0.5f);
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}
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Shoot_MagicMissile();
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}
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void Shoot_MagicMissile()
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{
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ProjectileInfo.Ins.Shoot_Projectile("MagicMissile", this, m_Target, m_DamageRate, Get_CenterPositionFoward(), 10f);
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#if UNITY_EDITOR
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest") return;
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#endif
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NewGameUI.Ins.m_GuideQuestUI.Add_GuideQuest(ePurpose.JoystickAttack);
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.tag.Equals("House"))
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MyValue.m_RealCamera.Set_InsideBuilding(true);
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.tag.Equals("House"))
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MyValue.m_RealCamera.Set_InsideBuilding(false);
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}
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public override void Move(float b)
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{
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base.Move(b);
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#if UNITY_EDITOR
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest") return;
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#endif
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Set_Move(transform.position + transform.forward * b);
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}
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public override void Interpolation(string s)
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{
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base.Interpolation(s);
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#if UNITY_EDITOR
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest") return;
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#endif
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StartCoroutine(Co_Interpolation(s));
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}
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IEnumerator Co_Interpolation(string s)
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{
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var dic_frame = new Dictionary<int, bool>();
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var clips = m_animation.GetCurrentAnimatorClipInfo(0);
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if (clips.Length == 0) yield break;
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var currentClip = clips[0].clip;
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var totalFrame = Mathf.RoundToInt(currentClip.frameRate * currentClip.length);
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var split = s.Split(',');
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for (int i = 0; i < split.Length - 1; i++)
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dic_frame.Add(int.Parse(split[i]), false);
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var valueperframe = float.Parse(split[split.Length - 1]);
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Set_Warp(transform.position + transform.forward * valueperframe); // 제일 처음 프레임은 실행하고 시작
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float t = 0f;
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int prevFrame = 0;
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while (!dic_frame[dic_frame.Keys.Max()])
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{
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var curState = m_animation.GetCurrentAnimatorStateInfo(0);
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var curFrame = (int)(curState.normalizedTime * totalFrame);
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// 놓친 프레임을 보완하기 위한 체크
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for (int frame = prevFrame + 1; frame <= curFrame; frame++)
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{
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if (dic_frame.ContainsKey(frame) && !dic_frame[frame] && m_NavMeshAgent.isOnNavMesh && !IsOnlyDead())
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{
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dic_frame[frame] = true;
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//Set_Move(transform.position + transform.forward * valueperframe);
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//Set_Warp(transform.position + transform.forward * valueperframe);
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m_NavMeshAgent.Move(transform.forward * valueperframe);
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}
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}
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prevFrame = curFrame;
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yield return null;
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t += Time.deltaTime;
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if (t >= curState.length)
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break;
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}
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}
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public override void Dodge(int a)
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{
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base.Dodge(a);
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m_bCanDodge = a > 0;
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//Debug.Log($"m_bCanDodge : {m_bCanDodge}");
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}
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public override void Immortal(int a)
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{
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base.Immortal(a);
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m_bImmortal = a > 0;
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//Debug.Log($"m_bImmortal : {m_bImmortal}");
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}
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} |