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@@ -26,11 +26,13 @@ namespace GameLogic.CombatScenesTool
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private int stateIndex;
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private float _addTime;
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public EquipFallObjectMono EquipFallObjectMono;
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+ public float waitTime;
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- public void Init(GameObjectPool GameObjectPool, Parabola3DPath Parabola3DPath)
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+ public void Init(GameObjectPool GameObjectPool, Parabola3DPath Parabola3DPath, float waitTime = 2f)
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{
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this.GameObjectPool = GameObjectPool;
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this.Parabola3DPath = Parabola3DPath;
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+ this.waitTime = waitTime;
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_addTime = 1.0f / Parabola3DPath.totalFlightTime;
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EquipFallObjectMono = GameObjectPool.own.GetComponent<EquipFallObjectMono>();
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EquipFallObjectMono.idleObject.SetActive(false);
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@@ -71,7 +73,7 @@ namespace GameLogic.CombatScenesTool
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else if (stateIndex == 1)
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{
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_currTime += t;
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- if (_currTime > 2)
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+ if (_currTime > waitTime)
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{
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stateIndex = 2;
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_currTime = 0;
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@@ -88,7 +90,7 @@ namespace GameLogic.CombatScenesTool
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float d = Vector3.SqrMagnitude(position - pos);
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float addTime = 1.0f / (d / 64);
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position = Vector3.Lerp(position,
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- pos, addTime * t);
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+ pos, addTime * t * 3f);
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GameObjectPool.own.transform.position = position;
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if (d < 0.3f)
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{
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@@ -134,7 +136,7 @@ namespace GameLogic.CombatScenesTool
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}
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Combat_EquipFallEventData combatEquipFallEventData = ievetEquia as Combat_EquipFallEventData;
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- Fall(combatEquipFallEventData.fallEquip, combatEquipFallEventData.startPos_WorldPos);
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+ Fall(combatEquipFallEventData.fallEquip, combatEquipFallEventData.startPos_WorldPos, combatEquipFallEventData.waitTime);
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}
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public override void Dispose()
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@@ -143,7 +145,7 @@ namespace GameLogic.CombatScenesTool
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EventManager.Instance.RemoveEventListener(CustomEventType.Combat_EquipFall, Combat_EquipFall);
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}
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- public void Fall(string[] allEquip, Vector3 worldPos)
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+ public void Fall(string[] allEquip, Vector3 worldPos, float waitTime = 2f)
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{
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if (allEquip == null)
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{
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@@ -179,7 +181,7 @@ namespace GameLogic.CombatScenesTool
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}
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// equipFallObject.Parabola3DPath = parabolaPath;
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- equipFallObject.Init(pool, parabolaPath);
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+ equipFallObject.Init(pool, parabolaPath, waitTime);
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allEquipFall.Add(equipFallObject);
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});
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}
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