이펙트 추가
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@ -8,7 +8,7 @@
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//Knockback 타격 된 적을 일정 거리 만큼 밀쳐냅니다.
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//DoubleShot 같은 방향으로 발사되는 투사체의 수량이 증가합니다. (※연속 발사)
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Explosion 피격 된 대상을 처치하면 일정 범위에 피해를 입힙니다. (중첩 시 피해량과 범위가 증가)
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Stun 피해를 입힌 적을 일정 시간(=0.5초) 기절 시킵니다. (※보스 몬스터에게는 적용 안됨)
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//Stun 피해를 입힌 적을 일정 시간(=0.5초) 기절 시킵니다. (※보스 몬스터에게는 적용 안됨)
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//Bounce 피격 된 대상이 있을 경우, 일정 범위 내 적에게 투사체 1개가 추가로 발사됩니다.
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//ArrowUpDown 투사체에 적이 명중할 경우 상/하 방향으로 투사체가 1개씩 발사됩니다.
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//ArrowLeftRight 투사체에 적이 명중할 경우 좌/우 방향으로 투사체가 1개씩 발사됩니다.
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@ -33,6 +33,7 @@ public class IngameMgr : MonoBehaviourSingletonTemplate<IngameMgr>
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{
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foreach (var kv in mob_pools) foreach (var mob in kv.Value) mob.Off();
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ProjectileMgr.Ins.AllOff();
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EffectMgr.Ins.AllOff();
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CurStageData = table_stageconfig.Ins.Get_Data(10001);
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CurUnitData = table_unit.Ins.Get_Data(1001);
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@ -0,0 +1,55 @@
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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 EffectMgr : MonoBehaviourSingletonTemplate<EffectMgr>
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{
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[Header("Pool Setting")]
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public Transform tf_parent;
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Dictionary<string, List<GameObject>> dic_effect= new Dictionary<string, List<GameObject>>();
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public void AllOff()
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{
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// 부모 아래에 있는 모든 Projectile 검색
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var keys = dic_effect.Keys.ToList();
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for (int i = 0; i < keys.Count; i++)
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dic_effect[keys[i]].ForEach(f=>f.SetActive(false));
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}
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public void Show_Effect(string effectpath, Vector2 pos, float scale = 100f)
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{
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if (!dic_effect.ContainsKey(effectpath))
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dic_effect.Add(effectpath, new List<GameObject>());
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GameObject effect = null;
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for (int i = 0; i < dic_effect[effectpath].Count; i++)
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{
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if (!dic_effect[effectpath][i].activeSelf)
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{
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effect = dic_effect[effectpath][i];
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break;
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}
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}
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if (effect == null)
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{
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effect = DSUtil.Get_Clone(effectpath, tf_parent);
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dic_effect[effectpath].Add(effect);
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}
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effect.transform.position = pos;
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effect.transform.localScale = Vector3.one * scale;
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effect.gameObject.SetActive(true);
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StartCoroutine(Co_Off(effect));
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}
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IEnumerator Co_Off(GameObject effect)
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{
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yield return new WaitForSeconds(1f);
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effect.SetActive(false);
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4ab514d032753734e9aaa7b8c5091da1
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@ -170,6 +170,8 @@ public class Projectile : MonoBehaviour
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void Check_Hit(Collider2D collision)
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{
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EffectMgr.Ins.Show_Effect("Effect/ArrowHit", transform.position);
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if (m_ProjectileData.IsPC)
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{
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switch(collision.tag)
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