if zz_y7.use_mouse_tp then
if _InputService:IsPointerOverUI() then
return
end
--_ChatMessageLogic:Add(_ChatMessageType.System, "cursor: " .. _InputService:GetCursorPosition())
--local cursor_pos = _UILogic.ScreenToWorldPosition(_InputService:GetCursorPosition())
--_ChatMessageLogic:Add(_ChatMessageType.System, "teleporting!!")
local cursor = _InputService:GetCursorPosition()
--_ChatMessageLogic:Add(_ChatMessageType.System, "-> " .. cursor.x .. " " .. cursor.y)
local cursor_world_pos = _UILogic:ScreenToWorldPosition(cursor)
--_ChatMessageLogic:Add(_ChatMessageType.System, "=> " .. cursor_world_pos.x .. " " .. cursor_world_pos.y)
_UserService.LocalPlayer.TransformComponent.WorldPosition = cursor_world_pos:ToVector3()
end
------------ zz_y7 ------------
if (user.WsUser:IsAvailablePlayerMovement()) then
if (_InputManager:IsPressed(_FuncKeySystemType.Attack)) then
local darkSight = user.PlayerTemporaryStat:GetValue(_CTS.DarkSight) > 0
if (darkSight) then
local reason = user.PlayerTemporaryStat:GetReason(_CTS.DarkSight)
_UserSkillLogic:TryCancelTemporaryStat(user, reason)
_InputManager:MarkNoKeyInputFuncKey(_FuncKeyTypes.System, _FuncKeySystemType.Attack)
else
local currentState = user.StateComponent.CurrentStateName
if (currentState ~= "SIT") then
local shootAttack = _PlayerAttackLogic:CheckAvailableShootAttack(user, 0, 0)
if (shootAttack) then
local output = {}
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, output, 0) == 0) then
_PlayerAttackLogic_Shoot:TryDoingShootAttack(user, 0, 0, output.ShootRange)
end
else
_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, nil, 0)
댓글2
마박
아맞네 이거물어보려던게아니엿음