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@@ -2,6 +2,7 @@
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GameDefaultMap=/Game/Maps/DevMap.DevMap
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GameDefaultMap=/Game/Maps/DevMap.DevMap
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EditorStartupMap=/Game/Maps/DevMap.DevMap
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EditorStartupMap=/Game/Maps/DevMap.DevMap
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GameInstanceClass=/Script/Promether.DefaultGameInstance
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GameInstanceClass=/Script/Promether.DefaultGameInstance
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ServerDefaultMap=/Game/Maps/DevMap.DevMap
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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18
Source/Promether/AnimNotify/AN_AnimEnd.cpp
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18
Source/Promether/AnimNotify/AN_AnimEnd.cpp
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@@ -0,0 +1,18 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "AN_AnimEnd.h"
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#include "../PlayerGeneric/DefaultPlayerCharacter.h"
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#include "../PlayerGeneric/DefaultPlayerState.h"
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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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}
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19
Source/Promether/AnimNotify/AN_AnimEnd.h
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19
Source/Promether/AnimNotify/AN_AnimEnd.h
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@@ -0,0 +1,19 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimNotifies/AnimNotify.h"
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#include "AN_AnimEnd.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROMETHER_API UAN_AnimEnd : public UAnimNotify
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{
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GENERATED_BODY()
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public:
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virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
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};
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@@ -8,11 +8,8 @@
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void UAN_Attack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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void UAN_Attack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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{
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{
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if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>())
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ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
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{
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if (!MyCharacter) return;
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if (AController* MyController = MyCharacter->GetController())
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{
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MyCharacter->Attack();
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MyCharacter->Attack();
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}
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}
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}
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}
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@@ -7,11 +7,8 @@
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void UAN_Skill1::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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void UAN_Skill1::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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{
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{
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if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>())
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ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
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{
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if (!MyCharacter) return;
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if (AController* MyController = MyCharacter->GetController())
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{
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MyCharacter->Skill1();
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MyCharacter->Skill1();
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}
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}
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}
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}
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@@ -7,11 +7,8 @@
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void UAN_Skill2::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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void UAN_Skill2::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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{
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{
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if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>())
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ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
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{
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if (!MyCharacter) return;
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if (AController* MyController = MyCharacter->GetController())
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{
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MyCharacter->Skill2();
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MyCharacter->Skill2();
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}
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}
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}
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}
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@@ -7,11 +7,8 @@
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void UAN_Skill3::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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void UAN_Skill3::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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{
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{
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if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>())
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ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
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{
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if (!MyCharacter) return;
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if (AController* MyController = MyCharacter->GetController())
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{
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MyCharacter->Skill3();
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MyCharacter->Skill3();
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}
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}
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}
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}
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@@ -7,11 +7,8 @@
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void UAN_Skill4::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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void UAN_Skill4::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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{
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{
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if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>())
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ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
|
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{
|
if (!MyCharacter) return;
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if (AController* MyController = MyCharacter->GetController())
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{
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MyCharacter->Skill4();
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MyCharacter->Skill4();
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}
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}
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}
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}
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5
Source/Promether/AnimNotify/AN_Skill5.cpp
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5
Source/Promether/AnimNotify/AN_Skill5.cpp
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "AN_Skill5.h"
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17
Source/Promether/AnimNotify/AN_Skill5.h
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17
Source/Promether/AnimNotify/AN_Skill5.h
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@@ -0,0 +1,17 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimNotifies/AnimNotify.h"
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#include "AN_Skill5.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROMETHER_API UAN_Skill5 : public UAnimNotify
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{
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GENERATED_BODY()
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};
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5
Source/Promether/AnimNotify/AN_Skill6.cpp
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5
Source/Promether/AnimNotify/AN_Skill6.cpp
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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||||||
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#include "AN_Skill6.h"
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17
Source/Promether/AnimNotify/AN_Skill6.h
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17
Source/Promether/AnimNotify/AN_Skill6.h
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@@ -0,0 +1,17 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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||||||
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||||||
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimNotifies/AnimNotify.h"
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#include "AN_Skill6.generated.h"
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/**
|
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*
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*/
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UCLASS()
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class PROMETHER_API UAN_Skill6 : public UAnimNotify
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{
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GENERATED_BODY()
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};
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5
Source/Promether/AnimNotify/AN_Skill7.cpp
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5
Source/Promether/AnimNotify/AN_Skill7.cpp
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
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|
||||||
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#include "AN_Skill7.h"
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17
Source/Promether/AnimNotify/AN_Skill7.h
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17
Source/Promether/AnimNotify/AN_Skill7.h
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@@ -0,0 +1,17 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "Animation/AnimNotifies/AnimNotify.h"
|
||||||
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#include "AN_Skill7.generated.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
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*/
|
||||||
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UCLASS()
|
||||||
|
class PROMETHER_API UAN_Skill7 : public UAnimNotify
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
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};
|
||||||
@@ -4,6 +4,7 @@
|
|||||||
#include "DefaultPlayerCharacter.h"
|
#include "DefaultPlayerCharacter.h"
|
||||||
#include "DefaultPlayerState.h"
|
#include "DefaultPlayerState.h"
|
||||||
#include "Engine/DamageEvents.h"
|
#include "Engine/DamageEvents.h"
|
||||||
|
#include "Kismet/GameplayStatics.h"
|
||||||
|
|
||||||
ADefaultPlayerCharacter::ADefaultPlayerCharacter()
|
ADefaultPlayerCharacter::ADefaultPlayerCharacter()
|
||||||
{
|
{
|
||||||
@@ -78,9 +79,10 @@ void ADefaultPlayerCharacter::Tick(float DeltaTime)
|
|||||||
|
|
||||||
void ADefaultPlayerCharacter::Attack_Implementation()
|
void ADefaultPlayerCharacter::Attack_Implementation()
|
||||||
{
|
{
|
||||||
|
//UGameplayStatics::ApplyDamage(Target, MyState->GetAttackDamage(), Cast<AController>(GetOwner()), this, UBaseAttack::StaticClass());
|
||||||
}
|
}
|
||||||
|
|
||||||
float ADefaultPlayerCharacter::TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser)
|
float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser)
|
||||||
{
|
{
|
||||||
float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
|
float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
|
||||||
|
|
||||||
@@ -146,28 +148,70 @@ float ADefaultPlayerCharacter::TakeDamage(float DamageAmount, struct FDamageEven
|
|||||||
|
|
||||||
void ADefaultPlayerCharacter::Skill1_Implementation()
|
void ADefaultPlayerCharacter::Skill1_Implementation()
|
||||||
{
|
{
|
||||||
|
NetMulticast_Skill1();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADefaultPlayerCharacter::NetMulticast_Skill1_Implementation()
|
||||||
|
{
|
||||||
|
BP_Skill1();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ADefaultPlayerCharacter::Skill2_Implementation()
|
void ADefaultPlayerCharacter::Skill2_Implementation()
|
||||||
{
|
{
|
||||||
|
NetMulticast_Skill2();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADefaultPlayerCharacter::NetMulticast_Skill2_Implementation()
|
||||||
|
{
|
||||||
|
BP_Skill2();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ADefaultPlayerCharacter::Skill3_Implementation()
|
void ADefaultPlayerCharacter::Skill3_Implementation()
|
||||||
{
|
{
|
||||||
|
NetMulticast_Skill3();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADefaultPlayerCharacter::NetMulticast_Skill3_Implementation()
|
||||||
|
{
|
||||||
|
BP_Skill3();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ADefaultPlayerCharacter::Skill4_Implementation()
|
void ADefaultPlayerCharacter::Skill4_Implementation()
|
||||||
{
|
{
|
||||||
|
NetMulticast_Skill4();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADefaultPlayerCharacter::NetMulticast_Skill4_Implementation()
|
||||||
|
{
|
||||||
|
BP_Skill4();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ADefaultPlayerCharacter::Skill5_Implementation()
|
void ADefaultPlayerCharacter::Skill5_Implementation()
|
||||||
{
|
{
|
||||||
|
NetMulticast_Skill5();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADefaultPlayerCharacter::NetMulticast_Skill5_Implementation()
|
||||||
|
{
|
||||||
|
BP_Skill5();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ADefaultPlayerCharacter::Skill6_Implementation()
|
void ADefaultPlayerCharacter::Skill6_Implementation()
|
||||||
{
|
{
|
||||||
|
NetMulticast_Skill6();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADefaultPlayerCharacter::NetMulticast_Skill6_Implementation()
|
||||||
|
{
|
||||||
|
BP_Skill6();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ADefaultPlayerCharacter::Skill7_Implementation()
|
void ADefaultPlayerCharacter::Skill7_Implementation()
|
||||||
{
|
{
|
||||||
|
NetMulticast_Skill7();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADefaultPlayerCharacter::NetMulticast_Skill7_Implementation()
|
||||||
|
{
|
||||||
|
BP_Skill7();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,27 +22,72 @@ public:
|
|||||||
virtual void Tick(float DeltaTime) override;
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
UFUNCTION(BlueprintNativeEvent)
|
||||||
void Attack() ;
|
void Attack();
|
||||||
virtual float TakeDamage( float Damage,
|
UFUNCTION(BlueprintNativeEvent)
|
||||||
|
float TakeDamage( float Damage,
|
||||||
struct FDamageEvent const& DamageEvent,
|
struct FDamageEvent const& DamageEvent,
|
||||||
AController* EventInstigator,
|
AController* EventInstigator,
|
||||||
AActor* DamageCauser ) override;
|
AActor* DamageCauser ) override;
|
||||||
|
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
|
||||||
void Skill1();
|
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
|
||||||
void Skill2();
|
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
|
||||||
void Skill3();
|
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
|
||||||
void Skill4();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
|
||||||
|
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||||
|
void Skill1();
|
||||||
|
//Override me
|
||||||
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
|
void BP_Skill1();
|
||||||
|
UFUNCTION(NetMulticast, Reliable)
|
||||||
|
void NetMulticast_Skill1();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||||
|
void Skill2();
|
||||||
|
//Override me
|
||||||
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
|
void BP_Skill2();
|
||||||
|
UFUNCTION(NetMulticast, Reliable)
|
||||||
|
void NetMulticast_Skill2();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||||
|
void Skill3();
|
||||||
|
//Override me
|
||||||
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
|
void BP_Skill3();
|
||||||
|
UFUNCTION(NetMulticast, Reliable)
|
||||||
|
void NetMulticast_Skill3();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||||
|
void Skill4();
|
||||||
|
//Override me
|
||||||
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
|
void BP_Skill4();
|
||||||
|
UFUNCTION(NetMulticast, Reliable)
|
||||||
|
void NetMulticast_Skill4();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||||
void Skill5();
|
void Skill5();
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
//Override me
|
||||||
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
|
void BP_Skill5();
|
||||||
|
UFUNCTION(NetMulticast, Reliable)
|
||||||
|
void NetMulticast_Skill5();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||||
void Skill6();
|
void Skill6();
|
||||||
UFUNCTION(BlueprintNativeEvent)
|
//Override me
|
||||||
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
|
void BP_Skill6();
|
||||||
|
UFUNCTION(NetMulticast, Reliable)
|
||||||
|
void NetMulticast_Skill6();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||||
void Skill7();
|
void Skill7();
|
||||||
|
//Override me
|
||||||
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
|
void BP_Skill7();
|
||||||
|
UFUNCTION(NetMulticast, Reliable)
|
||||||
|
void NetMulticast_Skill7();
|
||||||
|
|
||||||
float GetHealth() const { return Health; }
|
float GetHealth() const { return Health; }
|
||||||
float GetHPRegeneration() const { return HPRegeneration; }
|
float GetHPRegeneration() const { return HPRegeneration; }
|
||||||
|
|||||||
Reference in New Issue
Block a user