diff --git a/Assets/OneShotOneKill.txt b/Assets/OneShotOneKill.txt index 4f294e3..efdb56c 100644 --- a/Assets/OneShotOneKill.txt +++ b/Assets/OneShotOneKill.txt @@ -2,16 +2,16 @@ //HpUp 적에게 버틸 수 있는 성벽의 생명력이 증가합니다. //AttackUp 공격력이 +1 증가합니다. //PreviousArrow 투사체 타격 횟수가 +1 증가합니다. -DiagonalArrow 발사 된 투사체 방향으로 사선 방향의 투사체 1개가 추가됩니다. +//DiagonalArrow 발사 된 투사체 방향으로 사선 방향의 투사체 1개가 추가됩니다. ProjectilePierce 투사체가 적을 관통하는 횟수가 증가합니다. //Reflect 투사체 반사 횟수가 +1 증가합니다. Knockback 타격 된 적을 일정 거리 만큼 밀쳐냅니다. DoubleShot 같은 방향으로 발사되는 투사체의 수량이 증가합니다. (※연속 발사) Explosion 피격 된 대상을 처치하면 일정 범위에 피해를 입힙니다. (중첩 시 피해량과 범위가 증가) Stun 피해를 입힌 적을 일정 시간(=0.5초) 기절 시킵니다. (※보스 몬스터에게는 적용 안됨) -Bounce 피격 된 대상이 있을 경우, 일정 범위 내 적에게 투사체 1개가 추가로 발사됩니다. -ArrowUpDown 투사체에 적이 명중할 경우 상/하 방향으로 투사체가 1개씩 발사됩니다. -ArrowLeftRight 투사체에 적이 명중할 경우 좌/우 방향으로 투사체가 1개씩 발사됩니다. +//Bounce 피격 된 대상이 있을 경우, 일정 범위 내 적에게 투사체 1개가 추가로 발사됩니다. +//ArrowUpDown 투사체에 적이 명중할 경우 상/하 방향으로 투사체가 1개씩 발사됩니다. +//ArrowLeftRight 투사체에 적이 명중할 경우 좌/우 방향으로 투사체가 1개씩 발사됩니다. ImpactArrow 투사체가 적의 방어막에 막혀도 +1의 피해를 고정으로 입힙니다. //AttackSpeedUp 공격 속도가 0.1초 감소합니다. diff --git a/Assets/ResWork/Table/Export/Projectile.json b/Assets/ResWork/Table/Export/Projectile.json index 7ce87e7..9ebbdb8 100644 --- a/Assets/ResWork/Table/Export/Projectile.json +++ b/Assets/ResWork/Table/Export/Projectile.json @@ -1 +1 @@ -[{"n_ProjectileID":"3001","s_ProjectilePrefabs":"Projectile_Arrow","s_HitEffect":"","f_ProjectileSpeed":"2.6","f_AttackBounceLimit":"1","f_ProjectileDistance":"-1","n_ProjectileLife":"2","f_KnockbackDistance":"1.1","f_StunTime":"0","f_ExplosionRange":"0.5","f_ExplosionDamage":"0"},{"n_ProjectileID":"3101","s_ProjectilePrefabs":"Projectile_MobMelee","s_HitEffect":"","f_ProjectileSpeed":"3","f_AttackBounceLimit":"0","f_ProjectileDistance":"-1","n_ProjectileLife":"5","f_KnockbackDistance":"0","f_StunTime":"0","f_ExplosionRange":"0.5","f_ExplosionDamage":"0"},{"n_ProjectileID":"3102","s_ProjectilePrefabs":"Projectile_MobRange","s_HitEffect":"","f_ProjectileSpeed":"3","f_AttackBounceLimit":"0","f_ProjectileDistance":"-1","n_ProjectileLife":"5","f_KnockbackDistance":"0","f_StunTime":"0","f_ExplosionRange":"0","f_ExplosionDamage":"0"}] \ No newline at end of file +[{"n_ProjectileID":"3001","s_ProjectilePrefabs":"Projectile_Arrow","s_HitEffect":"","f_ProjectileSpeed":"2.6","f_AttackBounceLimit":"1","f_ProjectileDistance":"-1","n_ProjectileLife":"2","f_KnockbackDistance":"0.5","f_StunTime":"0","f_ExplosionRange":"0.5","f_ExplosionDamage":"0"},{"n_ProjectileID":"3101","s_ProjectilePrefabs":"Projectile_MobMelee","s_HitEffect":"","f_ProjectileSpeed":"3","f_AttackBounceLimit":"0","f_ProjectileDistance":"-1","n_ProjectileLife":"5","f_KnockbackDistance":"0","f_StunTime":"0","f_ExplosionRange":"0.5","f_ExplosionDamage":"0"},{"n_ProjectileID":"3102","s_ProjectilePrefabs":"Projectile_MobRange","s_HitEffect":"","f_ProjectileSpeed":"3","f_AttackBounceLimit":"0","f_ProjectileDistance":"-1","n_ProjectileLife":"5","f_KnockbackDistance":"0","f_StunTime":"0","f_ExplosionRange":"0","f_ExplosionDamage":"0"}] \ No newline at end of file diff --git a/Assets/ResWork/Table/OneShotOneKill.xlsm b/Assets/ResWork/Table/OneShotOneKill.xlsm index d6c0e26..f59cb9c 100644 Binary files a/Assets/ResWork/Table/OneShotOneKill.xlsm and b/Assets/ResWork/Table/OneShotOneKill.xlsm differ diff --git a/Assets/Script/InGame/IngameMgr.cs b/Assets/Script/InGame/IngameMgr.cs index d583f14..308cc74 100644 --- a/Assets/Script/InGame/IngameMgr.cs +++ b/Assets/Script/InGame/IngameMgr.cs @@ -41,7 +41,7 @@ public class IngameMgr : MonoBehaviourSingletonTemplate m_Lv = m_Wave = 1; m_Lv.RandomizeCryptoKey(); m_Exp = m_Coin = m_Item = 0; - f_Time = 90f; + f_Time = 300f; m_MobDieCount = 0; m_MobDieCount.RandomizeCryptoKey(); dic_Skill.Clear(); diff --git a/Assets/Script/InGame/Projectile/Projectile.cs b/Assets/Script/InGame/Projectile/Projectile.cs index cdf3aab..1abef23 100644 --- a/Assets/Script/InGame/Projectile/Projectile.cs +++ b/Assets/Script/InGame/Projectile/Projectile.cs @@ -1,6 +1,5 @@ using CodeStage.AntiCheat.ObscuredTypes; using System.Collections.Generic; -using UnityEditor.Overlays; using UnityEngine; public class Projectile : MonoBehaviour @@ -215,19 +214,6 @@ public class Projectile : MonoBehaviour return offsets; } - void SpawnProjectile( - Vector3 pos, - Vector2 dir, - ProjectileData baseData -) - { - Projectile p = ProjectileMgr.Ins.Get(baseData.m_Data.s_ProjectilePrefabs); - - p.Set(baseData); - p.transform.position = pos; - p.SetDirection(dir); - } - void SpawnExtra(Vector3 pos, Vector3 dir) { var p = ProjectileMgr.Ins.Get(m_ProjectileData.m_Data.s_ProjectilePrefabs); @@ -240,7 +226,7 @@ public class Projectile : MonoBehaviour ArrowLeftRight = 0, ArrowUpDown = 0, - Bounce = 0 + Bounce = m_ProjectileData.Bounce }); p.transform.position = pos; @@ -252,16 +238,16 @@ public class Projectile : MonoBehaviour if (m_ProjectileData.ArrowLeftRight <= 0) return; Vector3 hitPos = tf.position; - float spacing = 1.5f; + float spacing = 0.5f; int count = m_ProjectileData.ArrowLeftRight; var offsets = GetOffsets(count, spacing); foreach (float offset in offsets) { // ▶ 오른쪽 - SpawnProjectile(hitPos + Vector3.up * (offset + 0.5f), Vector2.right, m_ProjectileData); + SpawnExtra(hitPos + Vector3.up * (offset + 0.5f), Vector2.right); // ◀ 왼쪽 - SpawnProjectile(hitPos + Vector3.up * (offset + 0.5f), Vector2.left, m_ProjectileData); + SpawnExtra(hitPos + Vector3.up * (offset + 0.5f), Vector2.left); } } void Spawn_UpDown(Transform tf) @@ -276,10 +262,10 @@ public class Projectile : MonoBehaviour foreach (float offset in offsets) { // ▲ 위 - SpawnProjectile(hitPos + Vector3.right * offset, Vector2.up, m_ProjectileData); + SpawnExtra(hitPos + Vector3.right * offset, Vector2.up); // ▼ 아래 - SpawnProjectile(hitPos + Vector3.right * offset, Vector2.down, m_ProjectileData); + SpawnExtra(hitPos + Vector3.right * offset, Vector2.down); } } void Spawn_Bounce(MobActor mob) @@ -287,11 +273,15 @@ public class Projectile : MonoBehaviour if (m_ProjectileData.Bounce <= 0 || mob == null) return; MobActor target = IngameMgr.Ins.FindNearestMob(mob.transform.position, mob); - if (target == null) return; + if (target == null) + { + Kill(); + return; + } Vector3 dir = (target.transform.position - mob.transform.position).normalized; - SpawnExtra(mob.transform.position, dir); + SetDirection(dir); --m_ProjectileData.Bounce; } } diff --git a/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs b/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs index d70217b..3aa6f81 100644 --- a/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs +++ b/Assets/Script/InGame/Stage/Play_UI_ChoiceSkill.cs @@ -14,7 +14,7 @@ public class Play_UI_ChoiceSkill : MonoBehaviour private void OnEnable() { - CanSelectTime = 2f; + CanSelectTime = 1f; list_skill = table_skill.Ins.Get_ThreeDatas(); for (int i = 0; i < list_skill.Count; i++)