호-밍 공격 및 선택 시스템 구현
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Content/Blueprints/BP_DefaultPlayerCharacter.uasset
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Content/Blueprints/BP_DefaultPlayerCharacter.uasset
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Content/Blueprints/Bp_DefaultplayerController.uasset
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Content/Blueprints/Bp_DefaultplayerController.uasset
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Content/Blueprints/DefaultClass.uasset
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Content/Blueprints/DefaultClass.uasset
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Content/Blueprints/UI/NameBar_UI/NameBar_UI.uasset
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Content/Blueprints/UI/NameBar_UI/NameBar_UI.uasset
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Content/Character/Lb/BP_Lb.uasset
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Content/Character/Lb/BP_Lb.uasset
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Content/Character/Lb/BaseArrow.uasset
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Content/Character/Lb/BaseArrow.uasset
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Content/Character/Monster/Knight/BP_Knignt.uasset
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Content/Character/Monster/Knight/BP_Knignt.uasset
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Content/Effect/AliumQ/Knife1.uasset
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Content/Effect/AliumQ/Knife1.uasset
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Content/Effect/CC.uasset
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Content/Effect/CC.uasset
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Content/Effect/dust.uasset
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Content/Effect/dust.uasset
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Content/Effect/tnt.uasset
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Content/Effect/tnt.uasset
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Content/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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@@ -1,5 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DamageType/ApDamage.h"
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#include "APDamage.h"
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@@ -4,13 +4,13 @@
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#include "CoreMinimal.h"
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#include "GameFramework/DamageType.h"
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#include "ApDamage.generated.h"
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#include "APDamage.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROMETHER_API UApDamage : public UDamageType
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class PROMETHER_API UAPDamage : public UDamageType
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{
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GENERATED_BODY()
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45
Source/Promether/DamageType/HomingAttack.cpp
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45
Source/Promether/DamageType/HomingAttack.cpp
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@@ -0,0 +1,45 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HomingAttack.h"
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#include "../PlayerGeneric/DefaultPlayerCharacter.h"
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#include "../PlayerGeneric/DefaultPlayerState.h"
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#include "Kismet/KismetMathLibrary.h"
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// Sets default values
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AHomingAttack::AHomingAttack()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovement"));
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ProjectileMovement->InitialSpeed = 200;
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ProjectileMovement->MaxSpeed = 200;
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ProjectileMovement->ProjectileGravityScale = 0;
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ProjectileMovement->bIsHomingProjectile = true;
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ProjectileMovement->HomingAccelerationMagnitude = 200;
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ProjectileMovement->Velocity = { 0, 0, 0 };
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ProjectileMovement->bRotationFollowsVelocity = true;
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}
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// Called when the game starts or when spawned
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void AHomingAttack::BeginPlay()
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{
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Super::BeginPlay();
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ADefaultPlayerState* State = Cast<APawn>(GetOwner())->GetPlayerState<ADefaultPlayerState>();
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if (!State) return;
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if (!State->GetCurrentAttackTarget())
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{
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UE_LOG(LogTemp, Error, TEXT("No Target"));
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return;
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}
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ProjectileMovement->HomingTargetComponent = State->GetCurrentAttackTarget()->GetRootComponent();
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}
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// Called every frame
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void AHomingAttack::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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30
Source/Promether/DamageType/HomingAttack.h
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30
Source/Promether/DamageType/HomingAttack.h
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@@ -0,0 +1,30 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "HomingAttack.generated.h"
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UCLASS()
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class PROMETHER_API AHomingAttack : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AHomingAttack();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UProjectileMovementComponent* ProjectileMovement;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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33
Source/Promether/DefaultAIController.cpp
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33
Source/Promether/DefaultAIController.cpp
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@@ -0,0 +1,33 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DefaultAIController.h"
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#include "PlayerGeneric/DefaultPlayerState.h"
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#include "PlayerGeneric/DefaultPlayerCharacter.h"
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ADefaultAIController::ADefaultAIController()
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{
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bWantsPlayerState = true;
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}
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void ADefaultAIController::OnPossess(APawn* aPawn)
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{
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//debug
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FString MyName = aPawn->GetName();
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ADefaultPlayerState* MyPlayerState = GetPlayerState<ADefaultPlayerState>();
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if (!MyPlayerState) return;
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ADefaultPlayerCharacter* ControlledPawn = Cast<ADefaultPlayerCharacter>(aPawn);
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if (!ControlledPawn) return;
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ControlledPawn->SetPlayerState(MyPlayerState);
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TArray<float> DefaultStatsValue;
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TArray<float> CooldownDurationValue;
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ControlledPawn->DefaultStats.GenerateValueArray(DefaultStatsValue);
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ControlledPawn->CooldownDuration.GenerateValueArray(CooldownDurationValue);
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MyPlayerState->InitPlayerStats(DefaultStatsValue, CooldownDurationValue);
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}
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21
Source/Promether/DefaultAIController.h
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21
Source/Promether/DefaultAIController.h
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@@ -0,0 +1,21 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "DefaultAIController.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROMETHER_API ADefaultAIController : public AAIController
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{
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GENERATED_BODY()
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public:
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ADefaultAIController();
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void OnPossess(APawn* aPawn) override;
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};
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@@ -3,8 +3,10 @@
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#include "DefaultPlayerCharacter.h"
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#include "DefaultPlayerState.h"
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#include "../DefaultAIController.h"
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#include "Engine/DamageEvents.h"
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#include "Kismet/GameplayStatics.h"
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#include "Components/CapsuleComponent.h"
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ADefaultPlayerCharacter::ADefaultPlayerCharacter()
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{
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@@ -13,6 +15,9 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter()
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SetCanBeDamaged(true);
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bUseControllerRotationYaw = false;
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AIControllerClass = ADefaultAIController::StaticClass();
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AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;
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CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
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CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f));
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CameraSpringArm->SetAbsolute(false, true, true);
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@@ -49,14 +54,13 @@ void ADefaultPlayerCharacter::Tick(float DeltaTime)
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*/
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}
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void ADefaultPlayerCharacter::Attack_Implementation()
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{
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NetMulticast_Attack();
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Client_Attack();
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BP_Attack();
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}
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void ADefaultPlayerCharacter::NetMulticast_Attack_Implementation()
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void ADefaultPlayerCharacter::Client_Attack_Implementation()
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{
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BP_Attack();
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}
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@@ -65,68 +69,62 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
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{
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float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
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if (HasAuthority())
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ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
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if (!State) return ReturnValue;
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if (!Cast<APawn>(DamageCauser)) return ReturnValue;
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ADefaultPlayerState* AttackerState = Cast<APawn>(DamageCauser)->GetPlayerState<ADefaultPlayerState>();
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if (!AttackerState) return ReturnValue;
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float ADDamageMultiplier = 0;
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float APDamageMultiplier = 0;
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if (State->Stats[(uint8)EStats::Armor] >= 0)
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ADDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::Armor]);
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else
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ADDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::Armor]);
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if (State->Stats[(uint8)EStats::MagicResistance] >= 0)
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APDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::MagicResistance]);
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else
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APDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::MagicResistance]);
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UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier);
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UE_LOG(LogTemp, Warning, TEXT("%s : APDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), APDamageMultiplier, DamageAmount * APDamageMultiplier);
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float UpdatedHealth = 0;
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if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
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{
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UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Server"));
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UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
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UpdatedHealth = State->Stats[(uint8)EStats::Health] - AttackerState->Stats[(uint8)EStats::AttackDamage] * ADDamageMultiplier;
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}
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else if (Cast<UAPDamage>(DamageEvent.DamageTypeClass->GetDefaultObject()))
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{
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UE_LOG(LogTemp, Warning, TEXT("DamageType : APDamage"));
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UpdatedHealth = State->Stats[(uint8)EStats::Health] - AttackerState->Stats[(uint8)EStats::AbilityPower] * APDamageMultiplier;
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}
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if (UpdatedHealth < 0 || UpdatedHealth < 0.1 )
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{
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State->Stats[(uint8)EStats::Health] = 0;
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Server_PerformDead();
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Client_PerformDead();
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Client"));
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State->Stats[(uint8)EStats::Health] = UpdatedHealth;
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}
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if (HasAuthority())
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{
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if (ADefaultPlayerState* MyState = this->GetInstigatorController()->GetPlayerState<ADefaultPlayerState>())
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{
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if (ADefaultPlayerState* EventInstigatorState = EventInstigator->GetPlayerState<ADefaultPlayerState>())
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{
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float ADDamageMultiplier = 0;
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float APDamageMultiplier = 0;
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UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), State->Stats[(uint8)EStats::Health]);
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if (MyState->Stats[(uint8)EStats::Armor] >= 0)
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ADDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::Armor]);
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else
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ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::Armor]);
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if (MyState->Stats[(uint8)EStats::MagicResistance] >= 0)
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APDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::MagicResistance]);
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else
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APDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::MagicResistance]);
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UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier);
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UE_LOG(LogTemp, Warning, TEXT("%s : APDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), APDamageMultiplier, DamageAmount * APDamageMultiplier);
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if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
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{
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UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
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float UpdatedHealth = MyState->Stats[(uint8)EStats::Health] - EventInstigatorState->Stats[(uint8)EStats::AttackDamage] * ADDamageMultiplier;
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if (UpdatedHealth < 0)
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{
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MyState->Stats[(uint8)EStats::Health] = 0;
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}
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else
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{
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MyState->Stats[(uint8)EStats::Health] = UpdatedHealth;
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}
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UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats[(uint8)EStats::Health]);
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}
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}
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}
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return ReturnValue;
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}
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else
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{
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return -1.0f;
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}
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return ReturnValue;
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}
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void ADefaultPlayerCharacter::Skill1_Implementation()
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{
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NetMulticast_Skill1();
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@@ -206,3 +204,23 @@ void ADefaultPlayerCharacter::NetMulticast_Skill7_Implementation()
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{
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BP_Skill7();
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}
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void ADefaultPlayerCharacter::PerformDead()
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{
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ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
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if (!State) return;
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State->SetState(ECharacterState::Dead);
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GetCapsuleComponent()->SetGenerateOverlapEvents(false);
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void ADefaultPlayerCharacter::Server_PerformDead_Implementation()
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{
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PerformDead();
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}
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void ADefaultPlayerCharacter::Client_PerformDead_Implementation()
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{
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PerformDead();
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}
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@@ -22,12 +22,13 @@ public:
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virtual void Tick(float DeltaTime) override;
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UFUNCTION(BlueprintCallable, Server, Reliable)
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void Attack();
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void Attack();
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//Override me
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UFUNCTION(BlueprintImplementableEvent)
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void BP_Attack();
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UFUNCTION(NetMulticast, Reliable)
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void NetMulticast_Attack();
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void BP_Attack();
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UFUNCTION(Client, Reliable)
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void Client_Attack();
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UFUNCTION(BlueprintNativeEvent)
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float TakeDamage( float Damage,
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struct FDamageEvent const& DamageEvent,
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@@ -35,7 +36,13 @@ public:
|
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AActor* DamageCauser ) override;
|
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|
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|
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void PerformDead();
|
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|
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UFUNCTION(Client, Reliable)
|
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void Client_PerformDead();
|
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|
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UFUNCTION(Server, Reliable)
|
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void Server_PerformDead();
|
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|
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|
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UFUNCTION(BlueprintCallable, Server, Reliable)
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|
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@@ -105,7 +105,7 @@ void ADefaultPlayerController::Server_SpawnPlayerCamera_Implementation()
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|
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void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible)
|
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{
|
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if (HasAuthority()) return;
|
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if (!Target) return;
|
||||
|
||||
ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>();
|
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if (!State)
|
||||
@@ -405,47 +405,50 @@ void ADefaultPlayerController::Bomb()
|
||||
|
||||
void ADefaultPlayerController::ObjectSelect()
|
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{
|
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ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
|
||||
if (!State) return;
|
||||
|
||||
FHitResult HitResult;
|
||||
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
|
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ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic));
|
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ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
|
||||
|
||||
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
|
||||
|
||||
ACharacter* HitObject = Cast<ACharacter>(HitResult.GetActor());
|
||||
if (!HitObject) return;
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName());
|
||||
SetACharacterOutlineColor(HitObject, true);
|
||||
if (!HitObject)
|
||||
{
|
||||
SetACharacterOutlineColor(Cast<ACharacter>(State->GetPreviousAttackTarget()), false);
|
||||
State->SetPreviousAttackTarget(nullptr);
|
||||
State->SetCurrentAttackTarget(nullptr);
|
||||
return;
|
||||
}
|
||||
|
||||
if (State->GetPreviousAttackTarget() != HitResult.GetActor())
|
||||
{
|
||||
SetACharacterOutlineColor(Cast<ACharacter>(State->GetPreviousAttackTarget()), false);
|
||||
|
||||
State->SetPreviousAttackTarget(HitResult.GetActor());
|
||||
State->SetCurrentAttackTarget(HitResult.GetActor());
|
||||
|
||||
SetACharacterOutlineColor(HitObject, true);
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *State->GetCurrentAttackTarget()->GetName());
|
||||
|
||||
FString Name = HitResult.GetActor()->GetName();
|
||||
APlayerState* TargetState = Cast<APawn>(HitResult.GetActor())->GetPlayerState();
|
||||
}
|
||||
|
||||
|
||||
void ADefaultPlayerController::Move()
|
||||
{
|
||||
EndAttack();
|
||||
FHitResult HitResult;
|
||||
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
|
||||
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic));
|
||||
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
|
||||
|
||||
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
|
||||
ACharacter* HitCharacter = Cast<ACharacter>(HitResult.GetActor()); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitCharactor<6F><72> <20><><EFBFBD><EFBFBD><<<3C><><EFBFBD><EFBFBD> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
|
||||
HitTarget = HitResult.GetActor();
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitResult.GetActor()->GetName());
|
||||
|
||||
if (HitResult.GetActor() != GetPawn<AActor>()) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitObject<63><74> null<6C><6C> <20>ƴ<EFBFBD> <20><><EFBFBD><EFBFBD> Attack()<29><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>, HitObject<63><74> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
|
||||
ObjectSelect();
|
||||
|
||||
if (GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget() != GetPawn<AActor>() &&
|
||||
Cast<ADefaultPlayerCharacter>(GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget())) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴϰ<C6B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD>̵<EFBFBD> <20>Ʊ<EFBFBD><C6B1>̵<EFBFBD>)<29><> <20><>
|
||||
{
|
||||
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
|
||||
return;
|
||||
if (!HitCharacter)
|
||||
{
|
||||
FVector Destination = GetMouseHitLocation();
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
|
||||
SimpleMoveToLocation(this, Destination);
|
||||
this->MoveToLocation(Destination);
|
||||
return;
|
||||
}
|
||||
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0) return;
|
||||
BeginAttack(); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BeginAttack <20><><EFBFBD><EFBFBD>
|
||||
}
|
||||
else
|
||||
@@ -500,7 +503,10 @@ void ADefaultPlayerController::Multicast_StopMove_Implementation()
|
||||
FVector ADefaultPlayerController::GetMouseHitLocation()
|
||||
{
|
||||
FHitResult HitResult;
|
||||
GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, HitResult);
|
||||
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
|
||||
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic));
|
||||
|
||||
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
|
||||
HitResult.Location.Z = 0;
|
||||
|
||||
//UE_LOG(LogTemp, Warning, TEXT("Client%d MoveTo : (%f, %f)"), GPlayInEditorID, HitResult.Location.X, HitResult.Location.Y);
|
||||
@@ -629,39 +635,36 @@ void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPa
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
|
||||
}
|
||||
|
||||
FTimerHandle TimerHandle;
|
||||
|
||||
void ADefaultPlayerController::BeginAttack()
|
||||
{
|
||||
GetWorldTimerManager().SetTimer(TimerHandle, this, &ADefaultPlayerController::RepeatedAttack, 0.1f, true);
|
||||
GetWorldTimerManager().SetTimer(TimerHandle, this, &ADefaultPlayerController::RepeatedAttack, 0.1f, true);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::EndAttack()
|
||||
{
|
||||
|
||||
GetWorldTimerManager().ClearTimer(TimerHandle);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::RepeatedAttack()
|
||||
{
|
||||
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
|
||||
return;
|
||||
Attack();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ADefaultPlayerController::Attack()
|
||||
{
|
||||
|
||||
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
|
||||
return;
|
||||
|
||||
float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange];
|
||||
FVector Destination = HitTarget->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
|
||||
if (!GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget()) return;
|
||||
|
||||
FVector Destination = GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget()->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
|
||||
if (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance)
|
||||
{
|
||||
if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0))
|
||||
return;
|
||||
|
||||
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.X = 0;
|
||||
@@ -671,7 +674,6 @@ void ADefaultPlayerController::Attack()
|
||||
|
||||
Multicast_SetRotation(Destination);
|
||||
Server_SetRotation(Destination);
|
||||
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Attack"));
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
|
||||
@@ -681,12 +683,8 @@ void ADefaultPlayerController::Attack()
|
||||
{
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
|
||||
SimpleMoveToLocation(this, Destination);
|
||||
|
||||
|
||||
|
||||
this->MoveToLocation(Destination);
|
||||
}
|
||||
SetTarget();
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location)
|
||||
|
||||
@@ -77,9 +77,7 @@ public:
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
float MouseClickInterval;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "My Actor")
|
||||
AActor* HitTarget;
|
||||
|
||||
FTimerHandle TimerHandle;
|
||||
|
||||
private:
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
|
||||
@@ -22,8 +22,10 @@ void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&
|
||||
|
||||
DOREPLIFETIME(ADefaultPlayerState, State);
|
||||
DOREPLIFETIME(ADefaultPlayerState, AttackType);
|
||||
//DOREPLIFETIME(ADefaultPlayerState, StatusEffectObject);
|
||||
DOREPLIFETIME(ADefaultPlayerState, PlayerCamera);
|
||||
|
||||
DOREPLIFETIME(ADefaultPlayerState, CurrentAttackTarget);
|
||||
DOREPLIFETIME(ADefaultPlayerState, PreviousAttackTarget);
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& StatsValue, const TArray<float>& CooldownDurationValue)
|
||||
@@ -33,7 +35,6 @@ void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& St
|
||||
CooldownDuration.Append(CooldownDurationValue);
|
||||
MaxCooldownDuration.Append(CooldownDurationValue);
|
||||
|
||||
|
||||
for (float Value : StatsValue)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Values: %f"), Value);
|
||||
@@ -64,3 +65,35 @@ int32 ADefaultPlayerState::GetCharacterLevel() const
|
||||
{
|
||||
return int32();
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::SetCurrentAttackTarget(AActor* Target)
|
||||
{
|
||||
Server_SetCurrentAttackTarget(Target);
|
||||
Client_SetCurrentAttackTarget(Target);
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::Server_SetCurrentAttackTarget_Implementation(AActor* Target)
|
||||
{
|
||||
CurrentAttackTarget = Target;
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::Client_SetCurrentAttackTarget_Implementation(AActor* Target)
|
||||
{
|
||||
CurrentAttackTarget = Target;
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::SetPreviousAttackTarget(AActor* Target)
|
||||
{
|
||||
Server_SetPreviousAttackTarget(Target);
|
||||
Client_SetPreviousAttackTarget(Target);
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::Server_SetPreviousAttackTarget_Implementation(AActor* Target)
|
||||
{
|
||||
PreviousAttackTarget = Target;
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::Client_SetPreviousAttackTarget_Implementation(AActor* Target)
|
||||
{
|
||||
PreviousAttackTarget = Target;
|
||||
}
|
||||
|
||||
@@ -62,6 +62,23 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
int32 GetCharacterLevel() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
AActor* GetCurrentAttackTarget() const { return CurrentAttackTarget; };
|
||||
UFUNCTION(BlueprintCallable)
|
||||
AActor* GetPreviousAttackTarget() const { return PreviousAttackTarget; };
|
||||
|
||||
void SetCurrentAttackTarget(AActor* Target);
|
||||
UFUNCTION(Server, Reliable)
|
||||
void Server_SetCurrentAttackTarget(AActor* Target);
|
||||
UFUNCTION(Client, Reliable)
|
||||
void Client_SetCurrentAttackTarget(AActor* Target);
|
||||
|
||||
void SetPreviousAttackTarget(AActor* Target);
|
||||
UFUNCTION(Server, Reliable)
|
||||
void Server_SetPreviousAttackTarget(AActor* Target);
|
||||
UFUNCTION(Client, Reliable)
|
||||
void Client_SetPreviousAttackTarget(AActor* Target);
|
||||
|
||||
UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
|
||||
TArray<float> Stats;
|
||||
@@ -73,6 +90,7 @@ public:
|
||||
UPROPERTY(Replicated, Transient, BlueprintReadWrite)
|
||||
TArray<float> MaxCooldownDuration;
|
||||
|
||||
|
||||
private:
|
||||
UPROPERTY(Replicated, Transient)
|
||||
UClass* CharacterBPRef;
|
||||
@@ -84,9 +102,11 @@ private:
|
||||
UPROPERTY(Replicated, Transient)
|
||||
CooldownType AttackType;
|
||||
|
||||
//UPROPERTY(Replicated, Transient)
|
||||
//TMap<FUniqueObjectID, UStatusEffect> StatusEffectObject;
|
||||
|
||||
UPROPERTY(Replicated, Transient)
|
||||
AActor* PlayerCamera;
|
||||
|
||||
UPROPERTY(Replicated, Transient)
|
||||
AActor* CurrentAttackTarget;
|
||||
UPROPERTY(Replicated, Transient)
|
||||
AActor* PreviousAttackTarget;
|
||||
};
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "DamageType/BaseAttack.h"
|
||||
#include "DamageType/APDamage.h"
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class CharacterType : uint8
|
||||
|
||||
Reference in New Issue
Block a user