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Content/Blueprints/BP_DefaultPlayerCharacter.uasset
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Content/Blueprints/BP_DefaultPlayerCharacter.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/Allium/BP_Allium.uasset
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Content/Character/Allium/BP_Allium.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/Lb/Effect/T_H_A.uasset
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Content/Character/Lb/Effect/T_H_A.uasset
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Content/Character/Lb/Effect/T_H_E.uasset
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Content/Character/Lb/Effect/T_H_E.uasset
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Content/Character/Lb/Effect/T_H_Q_Burn.uasset
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Content/Character/Lb/Effect/T_H_Q_Burn.uasset
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Content/Character/Lb/Effect/T_H_Q_shoot.uasset
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Content/Character/Lb/Effect/T_H_Q_shoot.uasset
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Content/Character/Lb/Effect/T_H_R_Boom.uasset
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Content/Character/Lb/Effect/T_H_R_Boom.uasset
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Content/Character/Lb/Effect/T_H_R_Shoot.uasset
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Content/Character/Lb/Effect/T_H_R_Shoot.uasset
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Content/Character/Lb/LB_BaseAttack.uasset
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Content/Character/Lb/LB_BaseAttack.uasset
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Content/Character/Monster/Knight/BP_HolyKnight.uasset
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Content/Character/Monster/Knight/BP_HolyKnight.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/Character/Monster/Knight/Skeleton/Monster_Knight_Skeleton.uasset
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Content/Character/Monster/Knight/Skeleton/Monster_Knight_Skeleton.uasset
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Content/Effect/LB/Sound/T_H_W.uasset
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Content/Effect/LB/Sound/T_H_W.uasset
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Content/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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@@ -100,13 +100,13 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
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{
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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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UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * 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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UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * APDamageMultiplier;
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}
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if (UpdatedHealth < 0 || UpdatedHealth < 0.1 )
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@@ -331,22 +331,22 @@ void ADefaultPlayerController::Skill3()
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void ADefaultPlayerController::Skill4Triggered()
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{
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 1)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1(false)<29><> <20><>
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 1)
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
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return;
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost]))
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return;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] = 0;// <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD>ϰ<EFBFBD> charge<67><65> true(0)<29><> <20><><EFBFBD><EFBFBD>
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] = 0;
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}
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else if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 2) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2(never)<29><> <20><>
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else if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 2)
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
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return;
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost]))
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return;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost]; // <20>׳<EFBFBD> <20><>ġ <20><>길 <20><><EFBFBD><EFBFBD>
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
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}
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EndAttack();
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
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@@ -446,10 +446,10 @@ void ADefaultPlayerController::Move()
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ObjectSelect();
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if (GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget() != GetPawn<AActor>() &&
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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>(<28><><EFBFBD>̵<EFBFBD> <20>Ʊ<EFBFBD><C6B1>̵<EFBFBD>)<29><> <20><>
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Cast<ADefaultPlayerCharacter>(GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget()))
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0) return;
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BeginAttack(); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BeginAttack <20><><EFBFBD><EFBFBD>
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BeginAttack();
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}
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else
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{
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@@ -470,8 +470,6 @@ void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector Mous
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FRotator NewRotation = (MouseHitLocation - Location).Rotation();
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// <20><><EFBFBD><EFBFBD> X<><58><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>ʹٸ<CDB4> <20>Ʒ<EFBFBD><C6B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ش<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>մϴ<D5B4>.
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NewRotation.Pitch = 0;
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GetPawn()->SetActorRotation(NewRotation);
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