From 59237c38082faec84d09c62f576dccc85df63b58 Mon Sep 17 00:00:00 2001 From: Ino Date: Fri, 16 Jan 2026 10:51:31 +0900 Subject: [PATCH] =?UTF-8?q?=EB=B2=88=EA=B0=9C=20=EB=B0=8F=20=EB=AA=B9=20?= =?UTF-8?q?=ED=83=80=EA=B2=A9=20=EB=B2=84=EA=B7=B8=20=EC=88=98=EC=A0=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- ...e VFX - Cartoon Skill Collection Vol1.meta | 8 + .../Shaders.meta | 8 + .../Shaders/Additive.shader | 251 + .../Shaders/Additive.shader.meta | 17 + ...e VFX - Cartoon Skill Collection Vol2.meta | 8 + .../Materials.meta | 8 + .../Materials/flare22.mat | 61 + .../Materials/flare22.mat.meta | 15 + .../Materials/fragment_01_b.mat | 60 + .../Materials/fragment_01_b.mat.meta | 15 + .../Materials/glow45.mat | 110 + .../Materials/glow45.mat.meta | 15 + .../Materials/glow_red 1.mat | 61 + .../Materials/glow_red 1.mat.meta | 16 + .../Materials/lighting_015_wx.mat | 61 + .../Materials/lighting_015_wx.mat.meta | 15 + 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.../Texture/lig_ty_019.png.meta | 117 + Assets/ResWork/Prefab/Play_Ingame.prefab | 2 +- .../Projectile/FX_Cartoon Thunder.prefab | 53950 ++++++++++++++++ .../Projectile/FX_Cartoon Thunder.prefab.meta | 2 +- .../Projectile/Projectile_MobMelee.prefab | 4 +- Assets/Script/InGame/IngameMgr.cs | 46 + Assets/Script/InGame/Projectile/Projectile.cs | 9 +- 47 files changed, 56294 insertions(+), 6 deletions(-) create mode 100644 Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol1.meta create mode 100644 Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol1/Shaders.meta create mode 100644 Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol1/Shaders/Additive.shader create mode 100644 Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol1/Shaders/Additive.shader.meta create mode 100644 Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2.meta create mode 100644 Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Materials.meta create mode 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Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend One[_Blend2] + ColorMask RGB + Cull[_CullMode] + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + CGPROGRAM + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Usecenterglow; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform fixed _Usedepth; + uniform fixed _Usecustomrandom; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + float lp = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate ((sceneZ-partZ) / _Depthpower); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float4 uv0_Flow = i.texcoord; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float ur = lerp(0, i.texcoord.w, _Usecustomrandom); + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur )); + float4 tex2DNode14 = tex2D( _Noise, panner108 ); + float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a ); + float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 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Vol2/Shaders/Additive.shader b/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Additive.shader new file mode 100644 index 0000000..c0616c8 --- /dev/null +++ b/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Additive.shader @@ -0,0 +1,251 @@ +Shader "Eric/URP Particles/Additive" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) + _Emission("Emission", Float) = 2 + _Color("Color", Color) = (0.5,0.5,0.5,1) + [Toggle]_Usecenterglow("Use center glow?", Float) = 0 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + [MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend One[_Blend2] + ColorMask RGB + Cull[_CullMode] + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + CGPROGRAM + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Usecenterglow; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform fixed _Usedepth; + uniform fixed _Usecustomrandom; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + float lp = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate ((sceneZ-partZ) / _Depthpower); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float4 uv0_Flow = i.texcoord; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float ur = lerp(0, i.texcoord.w, _Usecustomrandom); + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur )); + float4 tex2DNode14 = tex2D( _Noise, panner108 ); + float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * 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a/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Additive.shader.meta b/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Additive.shader.meta new file mode 100644 index 0000000..2d1ea32 --- /dev/null +++ b/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Additive.shader.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: c08db238fb8e2504caac9ff70cbc28b7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 299282 + packageName: Game VFX - Cartoon Skill Collection Vol.2(URP) + packageVersion: 1.01 + assetPath: Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Additive.shader + uploadId: 726352 diff --git a/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Alpha Blended.shader b/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Alpha Blended.shader new file mode 100644 index 0000000..80be529 --- /dev/null +++ b/Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Alpha Blended.shader @@ -0,0 +1,254 @@ +Shader "Eric/URP Particles/Alpha Blended" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) + _Emission("Emission", Float) = 2 + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Opacity("Opacity", Range( 0 , 3)) = 1 + [Toggle]_Usecenterglow("Use center glow?", Float) = 0 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull[_CullMode] + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + CGPROGRAM + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Usecenterglow; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform float _Opacity; + uniform fixed _Usedepth; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + float lp = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate ((sceneZ-partZ) / _Depthpower); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float3 uv0_Flow = i.texcoord.xyz; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); + float4 tex2DNode14 = tex2D( _Noise, panner108 ); + float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb; + float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; + float4 clampResult38 = tex2DNode33 - temp_cast_0; + float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float4 appendResult87 = (float4(( 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7cd48d9d7bbf31647813fafe952c3a10 PrefabImporter: externalObjects: {} userData: diff --git a/Assets/Resources/Projectile/Projectile_MobMelee.prefab b/Assets/Resources/Projectile/Projectile_MobMelee.prefab index 233a4a6..964f235 100644 --- a/Assets/Resources/Projectile/Projectile_MobMelee.prefab +++ b/Assets/Resources/Projectile/Projectile_MobMelee.prefab @@ -94,7 +94,7 @@ BoxCollider2D: m_UsedByEffector: 0 m_CompositeOperation: 0 m_CompositeOrder: 0 - m_Offset: {x: 0, y: -90.491974} + m_Offset: {x: 0, y: 0} m_SpriteTilingProperty: border: {x: 0, y: 0, z: 0, w: 0} pivot: {x: 0, y: 0} @@ -104,5 +104,5 @@ BoxCollider2D: drawMode: 0 adaptiveTiling: 0 m_AutoTiling: 0 - m_Size: {x: 100, y: 330.98395} + m_Size: {x: 100, y: 10000} m_EdgeRadius: 0 diff --git a/Assets/Script/InGame/IngameMgr.cs b/Assets/Script/InGame/IngameMgr.cs index 1973d1f..b3f9745 100644 --- a/Assets/Script/InGame/IngameMgr.cs +++ b/Assets/Script/InGame/IngameMgr.cs @@ -262,6 +262,37 @@ public class IngameMgr : MonoBehaviourSingletonTemplate return nearest; } + public List Get_RandomMobs(int count) + { + List activeMobs = new List(); + + foreach (var kv in mob_pools) + { + List list = kv.Value; + + for (int i = 0; i < list.Count; i++) + { + MobActor mob = list[i]; + if (mob.gameObject.activeInHierarchy) + activeMobs.Add(mob); + } + } + + if (activeMobs.Count == 0) + return new List(); + + if (count >= activeMobs.Count) + return activeMobs; + + for (int i = 0; i < activeMobs.Count; i++) + { + int rnd = Random.Range(i, activeMobs.Count); + (activeMobs[i], activeMobs[rnd]) = (activeMobs[rnd], activeMobs[i]); + } + + return activeMobs.GetRange(0, count); + } + public void Get_Dmg(int dmg) { m_HP -= dmg; @@ -318,6 +349,21 @@ public class IngameMgr : MonoBehaviourSingletonTemplate { if (f_SkillCoolTime > 0f) return; f_SkillCoolTime = 10f; + + // 화면에 보이는 임의의 3명의 적에게 번개를 떨어뜨려 각각 100의 피해를 입히는 스킬입니다. + var mobs = Get_RandomMobs(3); + for (int i = 0; i < mobs.Count; i++) + { + var pd = new ProjectileData + { + IsPC = true, + Dmg = 100, + m_Data = table_projectile.Ins.Get_Data(3301), + tf_Start = mobs[i].transform + }; + + ProjectileMgr.Ins.Shoot_Projectile(pd); + } } else { diff --git a/Assets/Script/InGame/Projectile/Projectile.cs b/Assets/Script/InGame/Projectile/Projectile.cs index f40b5d3..2db7506 100644 --- a/Assets/Script/InGame/Projectile/Projectile.cs +++ b/Assets/Script/InGame/Projectile/Projectile.cs @@ -37,6 +37,7 @@ public class Projectile : MonoBehaviour { m_ProjectileData = pd; m_LifeTime = m_ProjectileData.m_Data.n_ProjectileLife; + if (!m_ProjectileData.IsPC) m_ProjectileData.Ignore_WallHP = false; Vector3 pos = pd.tf_Start.position; Quaternion rot = pd.tf_Start.rotation; @@ -111,7 +112,9 @@ public class Projectile : MonoBehaviour } } - if (m_ProjectileData.m_Data.n_ProjectileID == 3002) return; + if (m_ProjectileData.m_Data.n_ProjectileID == 3002 || + m_ProjectileData.m_Data.n_ProjectileID == 3301) + return; prevPos = transform.position; @@ -130,7 +133,9 @@ public class Projectile : MonoBehaviour Check_Hit(collision); - if (m_ProjectileData.m_Data.n_ProjectileID == 3002) return; + if (m_ProjectileData.m_Data.n_ProjectileID == 3002 || + m_ProjectileData.m_Data.n_ProjectileID == 3301) + return; if (m_ProjectileData.Pierce > 0) {