캐릭터에 이펙트 적용
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Content/Character/Allium/Alium_Q.uasset
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Content/Character/Allium/Alium_Q.uasset
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Content/Character/Allium/Animation/ABP_Allium.uasset
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Content/Character/Allium/Animation/ABP_Allium.uasset
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Content/Character/Allium/Animation/Skill4_2_Anim.uasset
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Content/Character/Allium/Animation/Skill4_2_Anim.uasset
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Content/Character/Allium/BP_Allium.uasset
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Content/Character/Allium/BP_Allium.uasset
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Content/Effect/Alium/Alium_E/Alium_E.uasset
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Content/Effect/Alium/Alium_E/Alium_E.uasset
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Content/Effect/Alium/Alium_W.uasset
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Content/Effect/Alium/Alium_W.uasset
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Content/Effect/Alium/Alium_W/Alium_W.uasset
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Content/Effect/Alium/Alium_W/Alium_W.uasset
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Content/Effect/Alium/Aliun_E.uasset
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Content/Effect/Alium/Aliun_E.uasset
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Content/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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@@ -9,11 +9,16 @@
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void UAN_AnimEnd::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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{
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ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
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if (!MyCharacter) return;
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ADefaultPlayerState* MyState = MyCharacter->GetPlayerState<ADefaultPlayerState>();
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if (!MyState) return;
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MyState->SetState(ECharacterState::Idle);
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MyState->Stats[(uint8)EStats::Attackable] = 0;
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MyState->Stats[(uint8)EStats::Skillusable] = 0;
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MyState->Stats[(uint8)EStats::Movable] = 0;
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}
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@@ -133,7 +133,7 @@ FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const
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//DebugPerpose
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if (Type == CharacterType::Lukriel)
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{
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Type = CharacterType::Lb;
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Type = CharacterType::Allium;
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}
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if (Team == TeamType::Null)
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{
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@@ -248,7 +248,7 @@ void ADefaultPlayerController::SetupInputComponent()
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void ADefaultPlayerController::Skill1()
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 1)
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return;
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill1Cost]))
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return;
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@@ -277,7 +277,7 @@ void ADefaultPlayerController::Skill1()
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void ADefaultPlayerController::Skill2()
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 1)
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return;
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill2Cost]))
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return;
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@@ -304,7 +304,7 @@ void ADefaultPlayerController::Skill2()
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void ADefaultPlayerController::Skill3()
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 1)
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return;
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill3Cost]))
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return;
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@@ -355,7 +355,7 @@ void ADefaultPlayerController::Skill4Triggered()
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ACharacter* HitObject = nullptr;
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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//Location.Z = 0;
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Server_StopMove();
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Multicast_StopMove();
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@@ -436,7 +436,7 @@ void ADefaultPlayerController::Move()
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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>
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 1)
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return;
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if (!HitCharacter)
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{
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