#44 스킬 시스템 구현 및 플레이어 스킬 공격 추가
@ -4789,7 +4789,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &702430757
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Transform:
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m_ObjectHideFlags: 0
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@ -106,6 +106,8 @@ namespace BlueWaterProject
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private Vector3 previousDir = Vector3.right;
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private WaitForSeconds waitAtkCooldown;
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private Collider[] hitColliders;
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private Coroutine slowMotionCoroutine;
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private Coroutine showIndicatorCoroutine;
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// 컴포넌트
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public GameObject GameObject => gameObject;
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@ -254,7 +256,7 @@ namespace BlueWaterProject
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hitColliders = new Collider[MAX_COLLIDERS];
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TargetLayer = LayerMask.GetMask("Enemy");
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waitAtkCooldown = new WaitForSeconds(AtkCooldown);
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myActiveSkill = skillController.InstantiateActiveSkillByName("FireBoom");
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myActiveSkill = skillController.InstantiateActiveSkillByName("IceAge");
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myActiveSkill.SetUser(transform);
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if (Agent.enabled)
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@ -275,6 +277,8 @@ namespace BlueWaterProject
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base.OnEnable();
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playerInput.actions.FindAction("Attack").performed += OnAttackEvent;
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playerInput.actions.FindAction("UseSkill").performed += OnUseSkillEvent;
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playerInput.actions.FindAction("UseSkill").canceled += OnCancelSkillEvent;
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}
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protected override void OnDisable()
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@ -282,6 +286,8 @@ namespace BlueWaterProject
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base.OnDisable();
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playerInput.actions.FindAction("Attack").performed -= OnAttackEvent;
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playerInput.actions.FindAction("UseSkill").performed -= OnUseSkillEvent;
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playerInput.actions.FindAction("UseSkill").canceled -= OnCancelSkillEvent;
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}
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protected override void Update()
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@ -290,7 +296,6 @@ namespace BlueWaterProject
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if (CurrentHp <= 0) return;
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MoveUpdate();
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FlipCharacterUpdate();
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}
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@ -298,24 +303,7 @@ namespace BlueWaterProject
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{
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if (CurrentHp <= 0) return;
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if (UseRigidbody && !isRolling && !(myActiveSkill.IsCasting && myActiveSkill.ActiveSkillData.CastingType == 0))
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{
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var localMovement = new Vector3(movementInput.x, 0, movementInput.y);
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var worldDirection = transform.TransformDirection(localMovement).normalized;
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var movement = worldDirection * MoveSpd;
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Rb.velocity = new Vector3(movement.x, 0, movement.z);
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}
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else if (myActiveSkill.IsCasting && myActiveSkill.ActiveSkillData.CastingType == 0)
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{
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Rb.velocity = Vector3.zero;
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}
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DefensePos = transform.position;
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foreach (var crewmate in GameManager.Inst.CurrentCrewmateList)
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{
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crewmate.DefensePos = DefensePos;
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}
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MoveUpdate();
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}
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#endregion
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@ -578,13 +566,28 @@ namespace BlueWaterProject
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NormalAttack();
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}
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public void OnUseSkill()
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private void OnUseSkillEvent(InputAction.CallbackContext context)
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{
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if (usedActiveSkill) return;
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slowMotionCoroutine = StartCoroutine(GameManager.Inst.ApplySlowMotion(0.2f, 1f));
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showIndicatorCoroutine = StartCoroutine(myActiveSkill.ShowIndicator());
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}
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private void OnCancelSkillEvent(InputAction.CallbackContext context)
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{
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if (showIndicatorCoroutine == null) return;
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StopCoroutine(slowMotionCoroutine);
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slowMotionCoroutine = null;
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StopCoroutine(showIndicatorCoroutine);
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showIndicatorCoroutine = null;
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usedActiveSkill = true;
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myActiveSkill.Execute(TargetLayer, transform.position);
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StartCoroutine(CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
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slowMotionCoroutine = StartCoroutine(GameManager.Inst.ApplySlowMotion(1f, 0.2f));
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}
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public void OnRoll()
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@ -649,50 +652,29 @@ namespace BlueWaterProject
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private void MoveUpdate()
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{
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// 움직이는 경우
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if (movementInput != Vector2.zero)
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if (!isRolling)
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{
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// Rigidbody 사용
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if (!UseRigidbody)
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{
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UseRigidbodyMovement();
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var localMovement = new Vector3(movementInput.x, 0, movementInput.y);
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var worldDirection = transform.TransformDirection(localMovement).normalized;
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var movement = worldDirection * MoveSpd;
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Rb.velocity = new Vector3(movement.x, 0, movement.z);
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}
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if (Rb.velocity == Vector3.zero)
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{
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myAnimator.SetFloat(RunStateHash, 0f);
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}
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else if (!beAttacked)
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if (Rb.velocity != Vector3.zero)
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{
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myAnimator.SetFloat(RunStateHash, 0.5f);
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}
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previousDir = Rb.velocity.normalized;
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}
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// 멈춰있는 경우
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else
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{
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if (UseRigidbody)
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{
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UseRigidbody = false;
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Rb.velocity = Vector3.zero;
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myAnimator.SetFloat(RunStateHash, 0f);
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}
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myAnimator.SetFloat(RunStateHash, 0f);
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// // NavMeshAgent 사용
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// if (UseRigidbody)
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// {
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// UseAgentMovement();
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// }
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//
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// if (Agent.velocity.x != 0 || Agent.velocity.z != 0)
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// {
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// myAnimator.SetFloat(RunStateHash, 0.5f);
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// }
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// else if (!beAttacked)
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// {
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// myAnimator.SetFloat(RunStateHash, 0f);
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// }
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DefensePos = transform.position;
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foreach (var crewmate in GameManager.Inst.CurrentCrewmateList)
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{
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crewmate.DefensePos = DefensePos;
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}
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}
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@ -1,4 +1,5 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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@ -57,6 +58,22 @@ namespace BlueWaterProject
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Cursor.lockState = CursorLockMode.Confined;
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}
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public IEnumerator ApplySlowMotion(float targetTimeScale, float duration)
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{
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var startScale = Time.timeScale;
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var time = 0f;
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while (time < duration)
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{
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Time.timeScale = Mathf.Lerp(startScale, targetTimeScale, time / duration);
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Time.fixedDeltaTime = 0.02f * Time.timeScale;
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time += Time.unscaledDeltaTime;
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yield return null;
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}
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Time.timeScale = targetTimeScale;
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}
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public void SlowSpeedMode()
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{
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Time.timeScale = slowSpeed;
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@ -126,6 +126,19 @@ namespace BlueWaterProject
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followMouse = false;
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}
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public IEnumerator ShowIndicator()
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{
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indicator.transform.position = user.position;
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indicator.material.SetFloat(FillHash, 0);
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indicator.enabled = true;
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while (true)
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{
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indicator.transform.position = user.position;
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yield return null;
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}
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}
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private void InterruptIndicator()
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{
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HideIndicator();
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@ -181,9 +194,15 @@ namespace BlueWaterProject
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// TODO : 터지는 효과 추가하기
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HideIndicator();
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if (ActiveSkillData.SkillEffect != null)
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{
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var skillEffect = Instantiate(ActiveSkillData.SkillEffect, indicator.transform.position, ActiveSkillData.SkillEffect.transform.rotation);
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skillEffect.Clear();
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skillEffect.Play();
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}
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Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
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var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
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var maxSize = Physics.OverlapSphereNonAlloc(indicator.transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
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for (var i = 0; i < maxSize; i++)
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{
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@ -218,9 +237,15 @@ namespace BlueWaterProject
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// TODO : 터지는 효과 추가하기
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HideIndicator();
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if (ActiveSkillData.SkillEffect != null)
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{
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var skillEffect = Instantiate(ActiveSkillData.SkillEffect, indicator.transform.position, ActiveSkillData.SkillEffect.transform.rotation);
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skillEffect.Clear();
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skillEffect.Play();
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}
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Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
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var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
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var maxSize = Physics.OverlapSphereNonAlloc(indicator.transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
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for (var i = 0; i < maxSize; i++)
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{
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@ -57,5 +57,7 @@ namespace BlueWaterProject
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[field: Tooltip("공격 가능한 최대 개체 수")]
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[field: SerializeField] public int MaxAttackTargets { get; set; }
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[field: SerializeField] public ParticleSystem SkillEffect { get; set; }
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}
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}
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@ -26,6 +26,7 @@ MonoBehaviour:
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<Damage>k__BackingField: 20
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<Range>k__BackingField: 7
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<MaxAttackTargets>k__BackingField: 30
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<SkillEffect>k__BackingField: {fileID: 0}
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- <Name>k__BackingField: AreaBoom
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<DisplayName>k__BackingField: "\uC6D0\uAC70\uB9AC \uD3ED\uD0C4"
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<Description>k__BackingField: "\uB9C8\uC6B0\uC2A4 \uC704\uCE58\uC5D0 \uD3ED\uBC1C\uC774
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@ -39,3 +40,44 @@ MonoBehaviour:
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<Damage>k__BackingField: 30
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<Range>k__BackingField: 4
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<MaxAttackTargets>k__BackingField: 30
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<SkillEffect>k__BackingField: {fileID: 0}
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- <Name>k__BackingField: ConeSkill
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<DisplayName>k__BackingField:
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<Description>k__BackingField:
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<Indicator>k__BackingField: {fileID: 0}
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<IndicatorType>k__BackingField: 3
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<Cooldown>k__BackingField: 5
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<CastingTime>k__BackingField: 2
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<CastingType>k__BackingField: 0
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<Duration>k__BackingField: 0
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<Damage>k__BackingField: 25
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<Range>k__BackingField: 5
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<MaxAttackTargets>k__BackingField: 30
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<SkillEffect>k__BackingField: {fileID: 0}
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- <Name>k__BackingField: LineSkill
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<DisplayName>k__BackingField:
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<Description>k__BackingField:
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<Indicator>k__BackingField: {fileID: 0}
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<IndicatorType>k__BackingField: 4
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<Cooldown>k__BackingField: 5
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<CastingTime>k__BackingField: 2
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<CastingType>k__BackingField: 0
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<Duration>k__BackingField: 0
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<Damage>k__BackingField: 20
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<Range>k__BackingField: 6
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<MaxAttackTargets>k__BackingField: 20
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<SkillEffect>k__BackingField: {fileID: 0}
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- <Name>k__BackingField: IceAge
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<DisplayName>k__BackingField:
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<Description>k__BackingField:
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<Indicator>k__BackingField: {fileID: 0}
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<IndicatorType>k__BackingField: 1
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<Cooldown>k__BackingField: 5
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<CastingTime>k__BackingField: 0
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<CastingType>k__BackingField: 0
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<Duration>k__BackingField: 0
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<Damage>k__BackingField: 15
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<Range>k__BackingField: 8
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<MaxAttackTargets>k__BackingField: 30
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<SkillEffect>k__BackingField: {fileID: 19873124, guid: c5cbcaa1421c809428f03727034343b8,
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type: 3}
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@ -16,5 +16,7 @@ MonoBehaviour:
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type: 2}
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<AreaIndicator>k__BackingField: {fileID: 2100000, guid: 4be0607f5d48fc44e85b941b37384b22,
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type: 2}
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<ConeIndicator>k__BackingField: {fileID: 0}
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<LineIndicator>k__BackingField: {fileID: 0}
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<ConeIndicator>k__BackingField: {fileID: 2100000, guid: c66dd8a516de5bd4889df7fa154de0ed,
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type: 2}
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<LineIndicator>k__BackingField: {fileID: 2100000, guid: 552e553e20036f144a3386eddfc5379b,
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type: 2}
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|
Before Width: | Height: | Size: 49 KiB After Width: | Height: | Size: 49 KiB |
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 36 KiB |
Before Width: | Height: | Size: 75 KiB After Width: | Height: | Size: 75 KiB |
163
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Normal file
@ -0,0 +1,163 @@
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