수정 완료

This commit is contained in:
Ino 2026-01-16 15:21:49 +09:00
parent 907a7f33e7
commit cfdf2411dd
4 changed files with 8 additions and 5 deletions

View File

@ -121,7 +121,7 @@ public class MobShields : MonoBehaviour
void CreateShield(int angleIndex, bool isCrash, float radius) void CreateShield(int angleIndex, bool isCrash, float radius)
{ {
var shield = DSUtil.Get_Clone<MobShield>("Mob/MobShield", transform, Vector3.one * 10000f); var shield = DSUtil.Get_Clone<MobShield>("Mob/MobShield", transform, Vector3.one * 10000f);
float angle = angleIndex * 45f * Mathf.Deg2Rad; float angle = (angleIndex * 45f + 90f) * Mathf.Deg2Rad;
Vector3 pos = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0f) * radius; Vector3 pos = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0f) * radius;
shield.transform.localPosition = pos; shield.transform.localPosition = pos;
shield.Set(isCrash, GetComponentInParent<MobActor>()); shield.Set(isCrash, GetComponentInParent<MobActor>());

View File

@ -28,6 +28,7 @@ public class SupporterActor : MonoBehaviour
{ {
UpdateAngle(mob.transform.position); UpdateAngle(mob.transform.position);
m_PD.tf_Start = tf_projectile; m_PD.tf_Start = tf_projectile;
m_PD.Ignore_WallHP = true;
ProjectileMgr.Ins.Shoot_Projectile(m_PD); ProjectileMgr.Ins.Shoot_Projectile(m_PD);
} }
} }

View File

@ -158,13 +158,11 @@ public class IngameMgr : MonoBehaviourSingletonTemplate<IngameMgr>
// 일반 몬스터 생성 // 일반 몬스터 생성
int meleemobcount = 0, rangemobcount = 0; int meleemobcount = 0, rangemobcount = 0;
var totalmobcount = wavedata.n_AppearMeleeMonster + wavedata.n_AppearRangeMonster; var totalmobcount = wavedata.n_AppearMeleeMonster + wavedata.n_AppearRangeMonster;
for (int i = 0; i < totalmobcount; i++) while (totalmobcount > meleemobcount + rangemobcount)
{ {
yield return new WaitForSeconds(wavedata.f_AppearDelay); yield return new WaitForSeconds(wavedata.f_AppearDelay);
for (int j = 0; j < wavedata.n_OverlapUnitCount; j++) for (int j = 0; j < wavedata.n_OverlapUnitCount; j++)
{ // 근거리 or 원거리 몹 생성 후 카운팅 { // 근거리 or 원거리 몹 생성 후 카운팅
if (totalmobcount < meleemobcount + rangemobcount) break;
bool canMelee = meleemobcount < wavedata.n_AppearMeleeMonster; bool canMelee = meleemobcount < wavedata.n_AppearMeleeMonster;
bool canRange = rangemobcount < wavedata.n_AppearRangeMonster; bool canRange = rangemobcount < wavedata.n_AppearRangeMonster;

View File

@ -124,7 +124,11 @@ public class Projectile : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
if (m_ProjectileData.ActorType == eActor.Mob && collision.tag == "Mob") return; if (m_ProjectileData.ActorType == eActor.Mob)
{
if (collision.tag == "Mob" || collision.tag == "MobShield")
return;
}
if (m_ProjectileData.Ignore_WallHP && collision.tag == "Wall_HP") if (m_ProjectileData.Ignore_WallHP && collision.tag == "Wall_HP")
{ {
m_ProjectileData.Ignore_WallHP = false; m_ProjectileData.Ignore_WallHP = false;