평타 알고리즘 최종(duration 초기화/적 캐릭터만 지정 기능 추가 필요)

캐릭터 체력바 UI 추가(실시간 업데이트 구현 실패)
MaxStats Enum 추가, stats에 경험치 관련 스탯 추가
This commit is contained in:
SJW1024
2023-10-15 23:11:06 +09:00
parent 1e14efdea4
commit 0fc3bf0ec9
8 changed files with 5 additions and 34 deletions

View File

@@ -30,9 +30,6 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter()
for (uint8 i = 0; i < (uint8)CooldownType::SIZE; i++)
CooldownDuration.Add((CooldownType)i, 0.0f);
for (uint8 i = 0; i < (uint8)EMaxStats::SIZE; i++)
DefaultMaxStats.Add((EMaxStats)i, 0.0f);
}
void ADefaultPlayerCharacter::Tick(float DeltaTime)

View File

@@ -102,10 +102,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
TMap<CooldownType, float> CooldownDuration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
TMap<EMaxStats, float> DefaultMaxStats;
protected:
UPROPERTY(EditAnywhere)
USpringArmComponent* CameraSpringArm;

View File

@@ -59,11 +59,9 @@ void ADefaultPlayerController::OnPossess(APawn* aPawn)
TArray<float> DefaultStatsValue;
TArray<float> CooldownDurationValue;
TArray<float> DefaultMaxStatsValue;
ControlledPawn->DefaultStats.GenerateValueArray(DefaultStatsValue);
ControlledPawn->CooldownDuration.GenerateValueArray(CooldownDurationValue);
ControlledPawn->DefaultMaxStats.GenerateValueArray(DefaultMaxStatsValue);
MyPlayerState->InitPlayerStats(DefaultStatsValue, CooldownDurationValue);
}

View File

@@ -55,7 +55,7 @@ public:
UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
void NetMulticast_SetAttackType(CooldownType Value);
UFUNCTION(BlueprintCallable)
CooldownType GetAttackType() const { return AttackType; }
CooldownType GetAttackType() const { return AttackType; }
UFUNCTION(BlueprintCallable)
int32 GetCharacterLevel() const;

View File

@@ -131,22 +131,5 @@ enum class EStats : uint8
Skill2Cost,
Skill3Cost,
Skill4Cost,
Skill1Level,
Skill2Level,
Skill3Level,
Skill4Level,
Exp,
PlayerLevel,
SkillPoint,
SIZE
};
UENUM(BlueprintType)
enum class EMaxStats : uint8
{
HealthMax,
ManaMax,
EnergyMax,
ExpMax,
SIZE
};