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@@ -179,7 +179,10 @@ public class PlayerController : MoveCharacter
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public GameObject photosphereObj;
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[Header("밟헷沂좆샘鑒")] public int photosphereHp;
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//묑샌제
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+ [Header("藤속묑샌제景槻")]
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public GameObject attackEffect;
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+ [Header("묑샌제窘셈궐절")]
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+ public float addRate;
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//揭�箕땅
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public GameObject mountain;
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public Vector3 mountainOffset;
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@@ -850,28 +853,28 @@ public class PlayerController : MoveCharacter
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photosphere.hp = boostNum * photosphereHp;
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break;
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case ConductSkills.AddAttack:
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- //List<Demonic> newGiants = new List<Demonic>();
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- //foreach (Demonic d in giants)
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- //{
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- // if (!d.isDie)
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- // {
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- // newGiants.Add(d);
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- // if (d.addAttackEffect == null)
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- // {
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- // d.addAttackEffect = Instantiate(attackEffect, d.bodyTrans.position, new Quaternion(0, 0, 0, 0), d.bodyTrans);
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- // }
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- // d.addAttackEffect.transform.GetChild(0).gameObject.SetActive(true);
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- // }
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- //}
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- //giants = newGiants;
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- //foreach (Demonic d in giants)
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- //{
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- // int[] damages = d.curDamage;
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- // for (int i = 0; i < damages.Length; i++)
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- // {
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- // damages[i] += giantNum * swordNum;
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- // }
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- //}
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+ List<Demonic> newGiants = new List<Demonic>();
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+ foreach (Demonic d in giants)
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+ {
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+ if (!d.isDie)
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+ {
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+ newGiants.Add(d);
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+ if (d.addAttackEffect == null)
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+ {
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+ d.addAttackEffect = Instantiate(attackEffect, d.bodyTrans.position, new Quaternion(0, 0, 0, 0), d.bodyTrans);
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+ }
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+ d.addAttackEffect.transform.GetChild(0).gameObject.SetActive(true);
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+ }
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+ }
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+ giants = newGiants;
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+ foreach (Demonic d in giants)
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+ {
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+ int[] damages = d.curDamage2;
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+ for (int i = 0; i < damages.Length; i++)
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+ {
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+ damages[i] += (int)(addRate * boostNum * damages[i]);
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+ }
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+ }
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break;
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//폭묘可
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case ConductSkills.Mountain:
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