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

This commit is contained in:
SJW1024
2023-10-15 23:06:32 +09:00
parent f9d36a2824
commit 1e14efdea4
9 changed files with 36 additions and 7 deletions

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Content/Character/Lb/BP_Lb.uasset (Stored with Git LFS)

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Content/Effect/LB/Arrow/Arrow_Flash.uasset (Stored with Git LFS)

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Content/UI/NameBar_UI/NameBar_UI.uasset (Stored with Git LFS) Normal file

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@@ -30,6 +30,9 @@ 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)

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

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@@ -59,9 +59,11 @@ 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);
}

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@@ -131,5 +131,22 @@ 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
};