호-밍 공격 및 선택 시스템 구현

This commit is contained in:
2023-10-25 02:40:51 +09:00
parent 3d59b3d336
commit 053c56f37c
25 changed files with 347 additions and 134 deletions

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@@ -1,5 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DamageType/ApDamage.h"
#include "APDamage.h"

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@@ -4,13 +4,13 @@
#include "CoreMinimal.h"
#include "GameFramework/DamageType.h"
#include "ApDamage.generated.h"
#include "APDamage.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UApDamage : public UDamageType
class PROMETHER_API UAPDamage : public UDamageType
{
GENERATED_BODY()

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@@ -0,0 +1,45 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "HomingAttack.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
#include "../PlayerGeneric/DefaultPlayerState.h"
#include "Kismet/KismetMathLibrary.h"
// Sets default values
AHomingAttack::AHomingAttack()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileMovement"));
ProjectileMovement->InitialSpeed = 200;
ProjectileMovement->MaxSpeed = 200;
ProjectileMovement->ProjectileGravityScale = 0;
ProjectileMovement->bIsHomingProjectile = true;
ProjectileMovement->HomingAccelerationMagnitude = 200;
ProjectileMovement->Velocity = { 0, 0, 0 };
ProjectileMovement->bRotationFollowsVelocity = true;
}
// Called when the game starts or when spawned
void AHomingAttack::BeginPlay()
{
Super::BeginPlay();
ADefaultPlayerState* State = Cast<APawn>(GetOwner())->GetPlayerState<ADefaultPlayerState>();
if (!State) return;
if (!State->GetCurrentAttackTarget())
{
UE_LOG(LogTemp, Error, TEXT("No Target"));
return;
}
ProjectileMovement->HomingTargetComponent = State->GetCurrentAttackTarget()->GetRootComponent();
}
// Called every frame
void AHomingAttack::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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@@ -0,0 +1,30 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "HomingAttack.generated.h"
UCLASS()
class PROMETHER_API AHomingAttack : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AHomingAttack();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UProjectileMovementComponent* ProjectileMovement;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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@@ -0,0 +1,33 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DefaultAIController.h"
#include "PlayerGeneric/DefaultPlayerState.h"
#include "PlayerGeneric/DefaultPlayerCharacter.h"
ADefaultAIController::ADefaultAIController()
{
bWantsPlayerState = true;
}
void ADefaultAIController::OnPossess(APawn* aPawn)
{
//debug
FString MyName = aPawn->GetName();
ADefaultPlayerState* MyPlayerState = GetPlayerState<ADefaultPlayerState>();
if (!MyPlayerState) return;
ADefaultPlayerCharacter* ControlledPawn = Cast<ADefaultPlayerCharacter>(aPawn);
if (!ControlledPawn) return;
ControlledPawn->SetPlayerState(MyPlayerState);
TArray<float> DefaultStatsValue;
TArray<float> CooldownDurationValue;
ControlledPawn->DefaultStats.GenerateValueArray(DefaultStatsValue);
ControlledPawn->CooldownDuration.GenerateValueArray(CooldownDurationValue);
MyPlayerState->InitPlayerStats(DefaultStatsValue, CooldownDurationValue);
}

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@@ -0,0 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AIController.h"
#include "DefaultAIController.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API ADefaultAIController : public AAIController
{
GENERATED_BODY()
public:
ADefaultAIController();
void OnPossess(APawn* aPawn) override;
};

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@@ -3,8 +3,10 @@
#include "DefaultPlayerCharacter.h"
#include "DefaultPlayerState.h"
#include "../DefaultAIController.h"
#include "Engine/DamageEvents.h"
#include "Kismet/GameplayStatics.h"
#include "Components/CapsuleComponent.h"
ADefaultPlayerCharacter::ADefaultPlayerCharacter()
{
@@ -13,6 +15,9 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter()
SetCanBeDamaged(true);
bUseControllerRotationYaw = false;
AIControllerClass = ADefaultAIController::StaticClass();
AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f));
CameraSpringArm->SetAbsolute(false, true, true);
@@ -49,14 +54,13 @@ void ADefaultPlayerCharacter::Tick(float DeltaTime)
*/
}
void ADefaultPlayerCharacter::Attack_Implementation()
{
NetMulticast_Attack();
Client_Attack();
BP_Attack();
}
void ADefaultPlayerCharacter::NetMulticast_Attack_Implementation()
void ADefaultPlayerCharacter::Client_Attack_Implementation()
{
BP_Attack();
}
@@ -65,68 +69,62 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
{
float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
if (HasAuthority())
ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
if (!State) return ReturnValue;
if (!Cast<APawn>(DamageCauser)) return ReturnValue;
ADefaultPlayerState* AttackerState = Cast<APawn>(DamageCauser)->GetPlayerState<ADefaultPlayerState>();
if (!AttackerState) return ReturnValue;
float ADDamageMultiplier = 0;
float APDamageMultiplier = 0;
if (State->Stats[(uint8)EStats::Armor] >= 0)
ADDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::Armor]);
else
ADDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::Armor]);
if (State->Stats[(uint8)EStats::MagicResistance] >= 0)
APDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::MagicResistance]);
else
APDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::MagicResistance]);
UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier);
UE_LOG(LogTemp, Warning, TEXT("%s : APDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), APDamageMultiplier, DamageAmount * APDamageMultiplier);
float UpdatedHealth = 0;
if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
{
UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Server"));
UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
UpdatedHealth = State->Stats[(uint8)EStats::Health] - AttackerState->Stats[(uint8)EStats::AttackDamage] * ADDamageMultiplier;
}
else if (Cast<UAPDamage>(DamageEvent.DamageTypeClass->GetDefaultObject()))
{
UE_LOG(LogTemp, Warning, TEXT("DamageType : APDamage"));
UpdatedHealth = State->Stats[(uint8)EStats::Health] - AttackerState->Stats[(uint8)EStats::AbilityPower] * APDamageMultiplier;
}
if (UpdatedHealth < 0 || UpdatedHealth < 0.1 )
{
State->Stats[(uint8)EStats::Health] = 0;
Server_PerformDead();
Client_PerformDead();
}
else
{
UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Client"));
State->Stats[(uint8)EStats::Health] = UpdatedHealth;
}
if (HasAuthority())
{
if (ADefaultPlayerState* MyState = this->GetInstigatorController()->GetPlayerState<ADefaultPlayerState>())
{
if (ADefaultPlayerState* EventInstigatorState = EventInstigator->GetPlayerState<ADefaultPlayerState>())
{
float ADDamageMultiplier = 0;
float APDamageMultiplier = 0;
UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), State->Stats[(uint8)EStats::Health]);
if (MyState->Stats[(uint8)EStats::Armor] >= 0)
ADDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::Armor]);
else
ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::Armor]);
if (MyState->Stats[(uint8)EStats::MagicResistance] >= 0)
APDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::MagicResistance]);
else
APDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::MagicResistance]);
UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier);
UE_LOG(LogTemp, Warning, TEXT("%s : APDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), APDamageMultiplier, DamageAmount * APDamageMultiplier);
if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
{
UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
float UpdatedHealth = MyState->Stats[(uint8)EStats::Health] - EventInstigatorState->Stats[(uint8)EStats::AttackDamage] * ADDamageMultiplier;
if (UpdatedHealth < 0)
{
MyState->Stats[(uint8)EStats::Health] = 0;
}
else
{
MyState->Stats[(uint8)EStats::Health] = UpdatedHealth;
}
UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats[(uint8)EStats::Health]);
}
}
}
return ReturnValue;
}
else
{
return -1.0f;
}
return ReturnValue;
}
void ADefaultPlayerCharacter::Skill1_Implementation()
{
NetMulticast_Skill1();
@@ -206,3 +204,23 @@ void ADefaultPlayerCharacter::NetMulticast_Skill7_Implementation()
{
BP_Skill7();
}
void ADefaultPlayerCharacter::PerformDead()
{
ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
if (!State) return;
State->SetState(ECharacterState::Dead);
GetCapsuleComponent()->SetGenerateOverlapEvents(false);
GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void ADefaultPlayerCharacter::Server_PerformDead_Implementation()
{
PerformDead();
}
void ADefaultPlayerCharacter::Client_PerformDead_Implementation()
{
PerformDead();
}

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@@ -22,12 +22,13 @@ public:
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintCallable, Server, Reliable)
void Attack();
void Attack();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Attack();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Attack();
void BP_Attack();
UFUNCTION(Client, Reliable)
void Client_Attack();
UFUNCTION(BlueprintNativeEvent)
float TakeDamage( float Damage,
struct FDamageEvent const& DamageEvent,
@@ -35,7 +36,13 @@ public:
AActor* DamageCauser ) override;
void PerformDead();
UFUNCTION(Client, Reliable)
void Client_PerformDead();
UFUNCTION(Server, Reliable)
void Server_PerformDead();
UFUNCTION(BlueprintCallable, Server, Reliable)

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@@ -105,7 +105,7 @@ void ADefaultPlayerController::Server_SpawnPlayerCamera_Implementation()
void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible)
{
if (HasAuthority()) return;
if (!Target) return;
ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>();
if (!State)
@@ -405,47 +405,50 @@ void ADefaultPlayerController::Bomb()
void ADefaultPlayerController::ObjectSelect()
{
ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
if (!State) return;
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* 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));
ObjectSelect();
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
ACharacter* HitCharacter = Cast<ACharacter>(HitResult.GetActor()); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitCharactor<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><<<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><EFBFBD><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>
if (GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget() != GetPawn<AActor>() &&
Cast<ADefaultPlayerCharacter>(GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget())) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴϰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(<EFBFBD><EFBFBD><EFBFBD>̵<EFBFBD> <20>Ʊ<EFBFBD><C6B1>̵<EFBFBD>)<29><> <EFBFBD><EFBFBD>
{
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);
@@ -629,40 +635,37 @@ 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;
@@ -672,7 +675,6 @@ void ADefaultPlayerController::Attack()
Multicast_SetRotation(Destination);
Server_SetRotation(Destination);
UE_LOG(LogTemp, Warning, TEXT("Attack"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::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)

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@@ -77,9 +77,7 @@ public:
UPROPERTY(BlueprintReadWrite)
float MouseClickInterval;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "My Actor")
AActor* HitTarget;
FTimerHandle TimerHandle;
private:
UPROPERTY(EditAnywhere, Category = "Input")

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@@ -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;
}

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@@ -63,6 +63,23 @@ 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;
UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
@@ -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;
};

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@@ -2,6 +2,7 @@
#include "CoreMinimal.h"
#include "DamageType/BaseAttack.h"
#include "DamageType/APDamage.h"
UENUM(BlueprintType)
enum class CharacterType : uint8