Merge branch 'HappyTanuki2' into SJW1024

# Conflicts:
#	Content/Character/Allium/Alium_Q.uasset
#	Content/Character/Allium/BP_Allium.uasset
#	Content/Character/Lb/BP_Lb.uasset
#	Content/Character/Lb/LB_Q_Arrow.uasset
#	Content/Character/Riana/BP_Riana.uasset
#	Content/Maps/DevMap.umap
#	Source/Promether/GameModeBase/Deathmatch.cpp
This commit is contained in:
2023-11-14 02:27:19 +09:00
20 changed files with 297 additions and 84 deletions

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@@ -1,5 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings. // 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 "CoreMinimal.h"
#include "GameFramework/DamageType.h" #include "GameFramework/DamageType.h"
#include "ApDamage.generated.h" #include "APDamage.generated.h"
/** /**
* *
*/ */
UCLASS() UCLASS()
class PROMETHER_API UApDamage : public UDamageType class PROMETHER_API UAPDamage : public UDamageType
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -0,0 +1,47 @@
// 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 = 0;
ProjectileMovement->MaxSpeed = 1000;
ProjectileMovement->ProjectileGravityScale = 0;
ProjectileMovement->bIsHomingProjectile = true;
ProjectileMovement->HomingAccelerationMagnitude = 10000;
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"));
Destroy();
return;
}
Target = State->GetCurrentAttackTarget();
ProjectileMovement->HomingTargetComponent = Target->GetRootComponent();
}
// Called every frame
void AHomingAttack::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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@@ -0,0 +1,33 @@
// 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;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
AActor* Target;
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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@@ -133,7 +133,7 @@ FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const
//DebugPerpose //DebugPerpose
if (Type == CharacterType::Lukriel) if (Type == CharacterType::Lukriel)
{ {
Type = CharacterType::Riana; Type = CharacterType::Lb;
} }
if (Team == TeamType::Null) if (Team == TeamType::Null)
{ {

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@@ -3,8 +3,10 @@
#include "DefaultPlayerCharacter.h" #include "DefaultPlayerCharacter.h"
#include "DefaultPlayerState.h" #include "DefaultPlayerState.h"
#include "../DefaultAIController.h"
#include "Engine/DamageEvents.h" #include "Engine/DamageEvents.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "Components/CapsuleComponent.h"
ADefaultPlayerCharacter::ADefaultPlayerCharacter() ADefaultPlayerCharacter::ADefaultPlayerCharacter()
{ {
@@ -13,6 +15,9 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter()
SetCanBeDamaged(true); SetCanBeDamaged(true);
bUseControllerRotationYaw = false; bUseControllerRotationYaw = false;
AIControllerClass = ADefaultAIController::StaticClass();
AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm")); CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f)); CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f));
CameraSpringArm->SetAbsolute(false, true, true); CameraSpringArm->SetAbsolute(false, true, true);
@@ -49,11 +54,10 @@ void ADefaultPlayerCharacter::Tick(float DeltaTime)
*/ */
} }
void ADefaultPlayerCharacter::Attack_Implementation() void ADefaultPlayerCharacter::Attack_Implementation()
{ {
NetMulticast_Attack(); NetMulticast_Attack();
BP_Attack();
} }
void ADefaultPlayerCharacter::NetMulticast_Attack_Implementation() void ADefaultPlayerCharacter::NetMulticast_Attack_Implementation()
@@ -105,10 +109,11 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * APDamageMultiplier; UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * APDamageMultiplier;
} }
if (UpdatedHealth < 0 || UpdatedHealth < 0.1) if (UpdatedHealth < 0 || UpdatedHealth < 0.1 )
{ {
State->Stats[(uint8)EStats::Health] = 0; State->Stats[(uint8)EStats::Health] = 0;
Server_PerformDead();
Client_PerformDead();
} }
else else
{ {
@@ -116,13 +121,10 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
} }
UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), State->Stats[(uint8)EStats::Health]); UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), State->Stats[(uint8)EStats::Health]);
UE_LOG(LogTemp, Warning, TEXT("U Health : %f"), UpdatedHealth);
return ReturnValue; return ReturnValue;
} }
void ADefaultPlayerCharacter::Skill1_Implementation() void ADefaultPlayerCharacter::Skill1_Implementation()
{ {
NetMulticast_Skill1(); NetMulticast_Skill1();
@@ -202,3 +204,23 @@ void ADefaultPlayerCharacter::NetMulticast_Skill7_Implementation()
{ {
BP_Skill7(); 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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@@ -28,6 +28,7 @@ public:
void BP_Attack(); void BP_Attack();
UFUNCTION(NetMulticast, Reliable) UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Attack(); void NetMulticast_Attack();
UFUNCTION(BlueprintNativeEvent) UFUNCTION(BlueprintNativeEvent)
float TakeDamage( float Damage, float TakeDamage( float Damage,
struct FDamageEvent const& DamageEvent, struct FDamageEvent const& DamageEvent,
@@ -35,7 +36,13 @@ public:
AActor* DamageCauser ) override; AActor* DamageCauser ) override;
void PerformDead();
UFUNCTION(Client, Reliable)
void Client_PerformDead();
UFUNCTION(Server, Reliable)
void Server_PerformDead();
UFUNCTION(BlueprintCallable, Server, Reliable) UFUNCTION(BlueprintCallable, Server, Reliable)

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@@ -105,7 +105,7 @@ void ADefaultPlayerController::Server_SpawnPlayerCamera_Implementation()
void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible) void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible)
{ {
if (HasAuthority()) return; if (!Target) return;
ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>(); ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>();
if (!State) if (!State)
@@ -330,9 +330,9 @@ void ADefaultPlayerController::Skill3()
} }
void ADefaultPlayerController::Skill4Triggered() void ADefaultPlayerController::Skill4Triggered()
{//<2F><>Ÿ<EFBFBD><C5B8> üũ <20>ֱ<EFBFBD> {//<2F><>Ÿ<EFBFBD><C5B8> üũ <20>ֱ<EFBFBD>
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true<75><65> <20>ƴ<EFBFBD> <20><> if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true<75><65> <20>ƴ<EFBFBD> <20><>
{ {
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0) { if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0) {
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle); GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
@@ -422,48 +422,51 @@ void ADefaultPlayerController::Bomb()
void ADefaultPlayerController::ObjectSelect() void ADefaultPlayerController::ObjectSelect()
{ {
ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
if (!State) return;
FHitResult HitResult; FHitResult HitResult;
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes; TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic));
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn)); ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult); GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
ACharacter* HitObject = Cast<ACharacter>(HitResult.GetActor()); ACharacter* HitObject = Cast<ACharacter>(HitResult.GetActor());
if (!HitObject) return;
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName()); 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); 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() void ADefaultPlayerController::Move()
{ {
EndAttack(); EndAttack();
FHitResult HitResult; ObjectSelect();
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic));
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult); if (GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget() != GetPawn<AActor>() &&
ACharacter* HitCharacter = Cast<ACharacter>(HitResult.GetActor()); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitCharactor<6F><72> <20><><EFBFBD><EFBFBD><<<3C><><EFBFBD><EFBFBD> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD> Cast<ADefaultPlayerCharacter>(GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget()))
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>()->Stats[(uint8)EStats::Attackable] == 1) if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0) return;
return; BeginAttack();
if (!HitCharacter)
{
FVector Destination = GetMouseHitLocation();
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
this->MoveToLocation(Destination);
return;
}
BeginAttack(); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BeginAttack <20><><EFBFBD><EFBFBD>
} }
else else
{ {
@@ -484,8 +487,6 @@ void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector Mous
FRotator NewRotation = (MouseHitLocation - Location).Rotation(); FRotator NewRotation = (MouseHitLocation - Location).Rotation();
// <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>.
NewRotation.Pitch = 0; NewRotation.Pitch = 0;
GetPawn()->SetActorRotation(NewRotation); GetPawn()->SetActorRotation(NewRotation);
@@ -517,7 +518,10 @@ void ADefaultPlayerController::Multicast_StopMove_Implementation()
FVector ADefaultPlayerController::GetMouseHitLocation() FVector ADefaultPlayerController::GetMouseHitLocation()
{ {
FHitResult HitResult; 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; HitResult.Location.Z = 0;
//UE_LOG(LogTemp, Warning, TEXT("Client%d MoveTo : (%f, %f)"), GPlayInEditorID, HitResult.Location.X, HitResult.Location.Y); //UE_LOG(LogTemp, Warning, TEXT("Client%d MoveTo : (%f, %f)"), GPlayInEditorID, HitResult.Location.X, HitResult.Location.Y);
@@ -646,8 +650,6 @@ void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPa
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle); GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
} }
FTimerHandle TimerHandle;
void ADefaultPlayerController::BeginAttack() void ADefaultPlayerController::BeginAttack()
{ {
GetWorldTimerManager().SetTimer(TimerHandle, this, &ADefaultPlayerController::RepeatedAttack, 0.1f, true); GetWorldTimerManager().SetTimer(TimerHandle, this, &ADefaultPlayerController::RepeatedAttack, 0.1f, true);
@@ -655,31 +657,30 @@ void ADefaultPlayerController::BeginAttack()
void ADefaultPlayerController::EndAttack() void ADefaultPlayerController::EndAttack()
{ {
GetWorldTimerManager().ClearTimer(TimerHandle); GetWorldTimerManager().ClearTimer(TimerHandle);
} }
void ADefaultPlayerController::RepeatedAttack() void ADefaultPlayerController::RepeatedAttack()
{ {
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
return;
Attack(); Attack();
} }
void ADefaultPlayerController::Attack() void ADefaultPlayerController::Attack()
{ {
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
return;
float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange]; 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 (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance)
{ {
if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0)) if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0))
return; return;
FVector Location = GetPawn()->GetActorLocation(); FVector Location = GetPawn()->GetActorLocation();
Location.X = 0; Location.X = 0;
@@ -689,7 +690,6 @@ void ADefaultPlayerController::Attack()
Multicast_SetRotation(Destination); Multicast_SetRotation(Destination);
Server_SetRotation(Destination); Server_SetRotation(Destination);
UE_LOG(LogTemp, Warning, TEXT("Attack")); UE_LOG(LogTemp, Warning, TEXT("Attack"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack); GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack); GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack);
@@ -698,12 +698,8 @@ void ADefaultPlayerController::Attack()
{ {
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving); GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination); SimpleMoveToLocation(this, Destination);
this->MoveToLocation(Destination); this->MoveToLocation(Destination);
} }
SetTarget();
} }
void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location) void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location)

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

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@@ -6,6 +6,8 @@ ADefaultPlayerState::ADefaultPlayerState()
CharacterBPRef = nullptr;; CharacterBPRef = nullptr;;
Team = TeamType::Null; Team = TeamType::Null;
State = ECharacterState::Idle; State = ECharacterState::Idle;
NetUpdateFrequency = 100.0f;
} }
void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
@@ -22,8 +24,10 @@ void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&
DOREPLIFETIME(ADefaultPlayerState, State); DOREPLIFETIME(ADefaultPlayerState, State);
DOREPLIFETIME(ADefaultPlayerState, AttackType); DOREPLIFETIME(ADefaultPlayerState, AttackType);
//DOREPLIFETIME(ADefaultPlayerState, StatusEffectObject);
DOREPLIFETIME(ADefaultPlayerState, PlayerCamera); DOREPLIFETIME(ADefaultPlayerState, PlayerCamera);
DOREPLIFETIME(ADefaultPlayerState, CurrentAttackTarget);
DOREPLIFETIME(ADefaultPlayerState, PreviousAttackTarget);
} }
void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& StatsValue, const TArray<float>& CooldownDurationValue) void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& StatsValue, const TArray<float>& CooldownDurationValue)
@@ -33,7 +37,6 @@ void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& St
CooldownDuration.Append(CooldownDurationValue); CooldownDuration.Append(CooldownDurationValue);
MaxCooldownDuration.Append(CooldownDurationValue); MaxCooldownDuration.Append(CooldownDurationValue);
for (float Value : StatsValue) for (float Value : StatsValue)
{ {
UE_LOG(LogTemp, Warning, TEXT("Values: %f"), Value); UE_LOG(LogTemp, Warning, TEXT("Values: %f"), Value);
@@ -64,3 +67,35 @@ int32 ADefaultPlayerState::GetCharacterLevel() const
{ {
return int32(); 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) UFUNCTION(BlueprintCallable)
int32 GetCharacterLevel() const; 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) UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
TArray<float> Stats; TArray<float> Stats;
UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite) UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
@@ -73,6 +90,7 @@ public:
UPROPERTY(Replicated, Transient, BlueprintReadWrite) UPROPERTY(Replicated, Transient, BlueprintReadWrite)
TArray<float> MaxCooldownDuration; TArray<float> MaxCooldownDuration;
private: private:
UPROPERTY(Replicated, Transient) UPROPERTY(Replicated, Transient)
UClass* CharacterBPRef; UClass* CharacterBPRef;
@@ -84,9 +102,11 @@ private:
UPROPERTY(Replicated, Transient) UPROPERTY(Replicated, Transient)
CooldownType AttackType; CooldownType AttackType;
//UPROPERTY(Replicated, Transient)
//TMap<FUniqueObjectID, UStatusEffect> StatusEffectObject;
UPROPERTY(Replicated, Transient) UPROPERTY(Replicated, Transient)
AActor* PlayerCamera; AActor* PlayerCamera;
UPROPERTY(Replicated, Transient)
AActor* CurrentAttackTarget;
UPROPERTY(Replicated, Transient)
AActor* PreviousAttackTarget;
}; };

View File

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