Reviewed-on: #48 Reviewed-by: Sehyeon <sehyeon1837@gmail.com> Reviewed-by: Lim0_C <dladudcks22@gmail.com>
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Assets/JYY/Prefabs/Alien Big Blink.prefab
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Assets/JYY/Prefabs/Alien Big Blink.prefab
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Assets/JYY/Prefabs/Bullets/Magic Missaile.prefab
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Assets/JYY/Prefabs/Bullets/Magic Missaile.prefab
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Assets/JYY/Scenes/MonsterTest.unity
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Assets/JYY/Scenes/MonsterTest.unity
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@ -51,9 +51,15 @@ public class BulletBase : MonoBehaviour
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float moveDist = _speed * Time.deltaTime;
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// 1) Raycast 충돌 검사
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if (Physics.Raycast(_prevPosition, _direction, out RaycastHit hit, moveDist, _targetLayer))
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if (Physics.SphereCast(
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_prevPosition,
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1,
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_direction,
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out RaycastHit hit,
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moveDist,
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_targetLayer
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))
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{
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// 닿은 지점으로 이동
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transform.position = hit.point;
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OnBulletHit(hit);
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return;
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@ -85,4 +91,11 @@ public class BulletBase : MonoBehaviour
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Debug.Log("## Bullet destroyed");
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Destroy(gameObject);
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}
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// 기즈모로 반지름 시각화
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, 1);
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}
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}
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@ -277,30 +277,29 @@ public class CasterDemonController : EnemyController
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private IEnumerator SlowFieldSpell()
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{
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var aimPosition = TargetPosOracle(out var basePos, out var rb);
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// 1. 시전 애니메이션
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transform.LookAt(aimPosition);
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SetAnimation(Cast);
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SFXPlayer(slowFieldSound);
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// 2. 장판 생성과 세팅
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transform.LookAt(aimPosition);
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// 장판 생성과 세팅
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var fixedPos = new Vector3(aimPosition.x, aimPosition.y, aimPosition.z);
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var warning = Instantiate(chariotWarning, fixedPos, Quaternion.identity).GetComponent<MagicAoEField>();
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warning.SetEffect(SlowFieldEffectData, null, null);
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warning.SetEffect(SlowFieldEffectData, () =>
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{
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SetAnimation(Cast);
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SFXPlayer(slowFieldSound);
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}, null);
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// 3. 짧은 텀 후 끝내기
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// 짧은 텀 후 끝내기
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yield return Wait.For(1f);
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}
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private IEnumerator KnockbackSpell()
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{
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// 시전 애니메이션
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SetAnimation(Spin);
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SFXPlayer(spinSound);
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// 넉백 발생
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var knockback = Instantiate(chariotWarning, transform).GetComponent<MagicAoEField>();
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knockback.SetEffect(KnockbackData, null, null, DebuffType.Knockback.ToString());
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knockback.SetEffect(KnockbackData, ()=>{
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SetAnimation(Spin);
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SFXPlayer(spinSound);}, null, DebuffType.Knockback.ToString());
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yield return Wait.For(1f);
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}
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