사선 화살 수정, 화면 어디든 터치하면 화살표(공격 방향)을 변경할 수 있었으면 좋겠습니다 터치 상태에서 움직일 경우 해당 방향으로 화살표가 움직이도록 해 조작성을 개선할 필요가 있어 보입니다

This commit is contained in:
Ino 2026-01-16 08:02:30 +09:00
parent decc6bca21
commit 0beaf1fa0d
5 changed files with 274 additions and 372 deletions

View File

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View File

@ -71,6 +71,7 @@ public class AimArrowController : MonoBehaviour
m_Data = table_projectile.Ins.Get_Data(unit.n_ProjectileID),
tf_Start = arrow.transform,
Dmg = unit.n_DefaultAttack + (int)IngameMgr.Ins.Get_SkillValue(eSkillType.AttackUp),
Ignore_WallHP = true,
PreviousArrow = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.PreviousArrow),
DiagonalArrow = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.DiagonalArrow),
@ -94,6 +95,7 @@ public class AimArrowController : MonoBehaviour
DiagIndex = d,
PreviousArrow = basePd.PreviousArrow,
DiagonalArrow = basePd.DiagonalArrow,
Ignore_WallHP = basePd.Ignore_WallHP,
ArrowLeftRight = basePd.ArrowLeftRight,
ArrowUpDown = basePd.ArrowUpDown,

View File

@ -155,7 +155,8 @@ public class MobActor : MonoBehaviour
IsPC = false,
m_Data = table_projectile.Ins.Get_Data(m_Data.n_ProjectileID),
tf_Start = transform,
Dmg = m_Attack
Dmg = m_Attack,
Ignore_WallHP = true,
});
}

View File

@ -63,13 +63,17 @@ public class Projectile : MonoBehaviour
if (pd.DiagonalArrow > 0 && pd.DiagIndex > 0)
{
int n = pd.DiagonalArrow;
float step = 90f / (n + 1);
int order = pd.DiagIndex;
float offset = step * order;
// 전체 90도 안에서 분산
float step = 22.5f / (n + 1);
bool right = (order % 2) == 1;
angle = right ? offset : -offset;
int index = pd.DiagIndex; // 1부터
int tier = (index + 1) / 2; // 1,1,2,2,3,3...
float offset = step * tier;
bool right = (index % 2) == 0;
angle += right ? offset : -offset;
}
transform.rotation = Quaternion.AngleAxis(angle, transform.forward) * transform.rotation;
@ -118,6 +122,11 @@ public class Projectile : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
if (!m_ProjectileData.IsPC && collision.tag == "Mob") return;
if (m_ProjectileData.Ignore_WallHP && collision.tag == "Wall_HP")
{
m_ProjectileData.Ignore_WallHP = false;
return;
}
Check_Hit(collision);
@ -248,6 +257,7 @@ public class Projectile : MonoBehaviour
m_Data = m_ProjectileData.m_Data,
tf_Start = transform,
Dmg = m_ProjectileData.Dmg,
Ignore_WallHP = false,
ArrowLeftRight = 0,
ArrowUpDown = 0,
@ -318,6 +328,8 @@ public class ProjectileData
ObscuredInt _Lv; public int Lv { get { return _Lv; } set { _Lv = value; _Lv.RandomizeCryptoKey(); } }
ObscuredInt _Dmg; public int Dmg { get { return _Dmg; } set { _Dmg = value; _Dmg.RandomizeCryptoKey(); } }
public bool Ignore_WallHP;
// 발사 계열
public int PreviousArrow;
public int DiagonalArrow;