준우파일 복구
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		| @@ -2,6 +2,7 @@ | |||||||
| GameDefaultMap=/Game/Maps/DevMap.DevMap | GameDefaultMap=/Game/Maps/DevMap.DevMap | ||||||
| EditorStartupMap=/Game/Maps/DevMap.DevMap | EditorStartupMap=/Game/Maps/DevMap.DevMap | ||||||
| GameInstanceClass=/Script/Promether.DefaultGameInstance | GameInstanceClass=/Script/Promether.DefaultGameInstance | ||||||
|  | ServerDefaultMap=/Game/Maps/DevMap.DevMap | ||||||
|  |  | ||||||
| [/Script/WindowsTargetPlatform.WindowsTargetSettings] | [/Script/WindowsTargetPlatform.WindowsTargetSettings] | ||||||
| DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 | DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 | ||||||
|   | |||||||
							
								
								
									
										
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							| @@ -0,0 +1,18 @@ | |||||||
|  | // Fill out your copyright notice in the Description page of Project Settings. | ||||||
|  |  | ||||||
|  |  | ||||||
|  | #include "AN_AnimEnd.h" | ||||||
|  |  | ||||||
|  | #include "../PlayerGeneric/DefaultPlayerCharacter.h" | ||||||
|  | #include "../PlayerGeneric/DefaultPlayerState.h" | ||||||
|  |  | ||||||
|  | void UAN_AnimEnd::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | ||||||
|  | { | ||||||
|  | 	ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>(); | ||||||
|  | 	if (!MyCharacter) return; | ||||||
|  |  | ||||||
|  | 	ADefaultPlayerState* MyState = MyCharacter->GetPlayerState<ADefaultPlayerState>(); | ||||||
|  | 	if (!MyState) return; | ||||||
|  |  | ||||||
|  | 	MyState->SetState(ECharacterState::Idle); | ||||||
|  | } | ||||||
							
								
								
									
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								Source/Promether/AnimNotify/AN_AnimEnd.h
									
									
									
									
									
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							| @@ -0,0 +1,19 @@ | |||||||
|  | // Fill out your copyright notice in the Description page of Project Settings. | ||||||
|  |  | ||||||
|  | #pragma once | ||||||
|  |  | ||||||
|  | #include "CoreMinimal.h" | ||||||
|  | #include "Animation/AnimNotifies/AnimNotify.h" | ||||||
|  | #include "AN_AnimEnd.generated.h" | ||||||
|  |  | ||||||
|  | /** | ||||||
|  |  *  | ||||||
|  |  */ | ||||||
|  | UCLASS() | ||||||
|  | class PROMETHER_API UAN_AnimEnd : public UAnimNotify | ||||||
|  | { | ||||||
|  | 	GENERATED_BODY() | ||||||
|  |  | ||||||
|  | public: | ||||||
|  | 	virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; | ||||||
|  | }; | ||||||
| @@ -8,11 +8,8 @@ | |||||||
|  |  | ||||||
| void UAN_Attack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | void UAN_Attack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | ||||||
| { | { | ||||||
| 	if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>()) | 	ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>(); | ||||||
| 	{ | 	if (!MyCharacter) return; | ||||||
| 		if (AController* MyController = MyCharacter->GetController()) | 	 | ||||||
| 		{ | 	MyCharacter->Attack(); | ||||||
| 			MyCharacter->Attack(); |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
| @@ -7,11 +7,8 @@ | |||||||
|  |  | ||||||
| void UAN_Skill1::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | void UAN_Skill1::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | ||||||
| { | { | ||||||
| 	if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>()) | 	ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>(); | ||||||
| 	{ | 	if (!MyCharacter) return;  | ||||||
| 		if (AController* MyController = MyCharacter->GetController()) | 	 | ||||||
| 		{ | 	MyCharacter->Skill1(); | ||||||
| 			MyCharacter->Skill1(); |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
|   | |||||||
| @@ -7,11 +7,8 @@ | |||||||
|  |  | ||||||
| void UAN_Skill2::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | void UAN_Skill2::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | ||||||
| { | { | ||||||
| 	if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>()) | 	ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>(); | ||||||
| 	{ | 	if (!MyCharacter) return;  | ||||||
| 		if (AController* MyController = MyCharacter->GetController()) | 	 | ||||||
| 		{ | 	MyCharacter->Skill2(); | ||||||
| 			MyCharacter->Skill2(); |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
|   | |||||||
| @@ -7,11 +7,8 @@ | |||||||
|  |  | ||||||
| void UAN_Skill3::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | void UAN_Skill3::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | ||||||
| { | { | ||||||
| 	if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>()) | 	ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>(); | ||||||
| 	{ | 	if (!MyCharacter) return;  | ||||||
| 		if (AController* MyController = MyCharacter->GetController()) | 	 | ||||||
| 		{ | 	MyCharacter->Skill3(); | ||||||
| 			MyCharacter->Skill3(); |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
|   | |||||||
| @@ -7,11 +7,8 @@ | |||||||
|  |  | ||||||
| void UAN_Skill4::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | void UAN_Skill4::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | ||||||
| { | { | ||||||
| 	if (ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>()) | 	ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>(); | ||||||
| 	{ | 	if (!MyCharacter) return; | ||||||
| 		if (AController* MyController = MyCharacter->GetController()) | 	 | ||||||
| 		{ | 	MyCharacter->Skill4(); | ||||||
| 			MyCharacter->Skill4(); |  | ||||||
| 		} |  | ||||||
| 	} |  | ||||||
| } | } | ||||||
|   | |||||||
							
								
								
									
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							| @@ -0,0 +1,5 @@ | |||||||
|  | // Fill out your copyright notice in the Description page of Project Settings. | ||||||
|  |  | ||||||
|  |  | ||||||
|  | #include "AN_Skill5.h" | ||||||
|  |  | ||||||
							
								
								
									
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								Source/Promether/AnimNotify/AN_Skill5.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" | ||||||
|  | #include "AN_Skill5.generated.h" | ||||||
|  |  | ||||||
|  | /** | ||||||
|  |  *  | ||||||
|  |  */ | ||||||
|  | UCLASS() | ||||||
|  | class PROMETHER_API UAN_Skill5 : public UAnimNotify | ||||||
|  | { | ||||||
|  | 	GENERATED_BODY() | ||||||
|  | 	 | ||||||
|  | }; | ||||||
							
								
								
									
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								Source/Promether/AnimNotify/AN_Skill6.cpp
									
									
									
									
									
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							| @@ -0,0 +1,5 @@ | |||||||
|  | // Fill out your copyright notice in the Description page of Project Settings. | ||||||
|  |  | ||||||
|  |  | ||||||
|  | #include "AN_Skill6.h" | ||||||
|  |  | ||||||
							
								
								
									
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								Source/Promether/AnimNotify/AN_Skill6.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" | ||||||
|  | #include "AN_Skill6.generated.h" | ||||||
|  |  | ||||||
|  | /** | ||||||
|  |  *  | ||||||
|  |  */ | ||||||
|  | UCLASS() | ||||||
|  | class PROMETHER_API UAN_Skill6 : public UAnimNotify | ||||||
|  | { | ||||||
|  | 	GENERATED_BODY() | ||||||
|  | 	 | ||||||
|  | }; | ||||||
							
								
								
									
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								Source/Promether/AnimNotify/AN_Skill7.cpp
									
									
									
									
									
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								Source/Promether/AnimNotify/AN_Skill7.cpp
									
									
									
									
									
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							| @@ -0,0 +1,5 @@ | |||||||
|  | // Fill out your copyright notice in the Description page of Project Settings. | ||||||
|  |  | ||||||
|  |  | ||||||
|  | #include "AN_Skill7.h" | ||||||
|  |  | ||||||
							
								
								
									
										17
									
								
								Source/Promether/AnimNotify/AN_Skill7.h
									
									
									
									
									
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								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" | ||||||
|  | #include "AN_Skill7.generated.h" | ||||||
|  |  | ||||||
|  | /** | ||||||
|  |  *  | ||||||
|  |  */ | ||||||
|  | UCLASS() | ||||||
|  | class PROMETHER_API UAN_Skill7 : public UAnimNotify | ||||||
|  | { | ||||||
|  | 	GENERATED_BODY() | ||||||
|  | 	 | ||||||
|  | }; | ||||||
| @@ -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
	
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