Merge branch 'HappyTanuki' into SJW1024
# Conflicts: # Content/Character/BP_Folder/DefaultClass.uasset # Content/Character/Lb/Animation/ABP_Lb.uasset # Content/Character/Lb/Animation/R2_Anim.uasset # Content/Maps/DevMap.umap # Source/Promether/PlayerGeneric/DefaultPlayerController.cpp # Source/Promether/PlayerGeneric/DefaultPlayerController.h
This commit is contained in:
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Content/Character/BP_Folder/DefaultClass.uasset
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Content/Character/BP_Folder/DefaultClass.uasset
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Content/Character/Lb/Animation/R2_Anim.uasset
(Stored with Git LFS)
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Content/Character/Lb/Animation/R2_Anim.uasset
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Content/Character/Lb/BP_Lb.uasset
(Stored with Git LFS)
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Content/Character/Lb/BP_Lb.uasset
(Stored with Git LFS)
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Content/Maps/DevMap.umap
(Stored with Git LFS)
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Content/Maps/DevMap.umap
(Stored with Git LFS)
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Content/Maps/Untitled.umap
(Stored with Git LFS)
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Content/Maps/Untitled.umap
(Stored with Git LFS)
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@@ -24,40 +24,12 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter()
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
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for (uint8 i = 0; i < (uint8)EStats::SIZE; i++)
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DefaultStats.Add((EStats)i, 0.0f);
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Health = 0.0f;
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HPRegeneration = 0.0f;
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HealAndShieldpower = 0.0f;
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Armor = 0.0f;
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MagicResistance = 0.0f;
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Tenacity = 0.0f;
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SlowRisist = 0.0f;
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AttackSpeed = 0.0f;
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AttackDamage = 0.0f;
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AbilityPower = 0.0f;
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CriticalStrikeChance = 0.0f;
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CriticalStrikeDamage = 0.0f;
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ArmorPenetration = 0.0f;
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MagicPenetration = 0.0f;
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LifeSteal = 0.0f;
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PhysicalVamp = 0.0f;
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Omnivamp = 0.0f;
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AbilityHaste = 0.0f;
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Mana = 0.0f;
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ManaRegeneration = 0.0f;
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Energy = 0.0f;
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EnergyRegeneration = 0.0f;
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AttackRange = 0.0f;
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MovementSpeed = 0.0f;
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GoldGeneration = 0.0f;
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AttackDamageGrowth = 0.0f;
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AttackSpeedGrowth = 0.0f;
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ArmorGrowth = 0.0f;
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MagicResistanceGrowth = 0.0f;
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HealthGrowth = 0.0f;
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HealthRegenerationGrowth = 0.0f;
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ManaGrowth = 0.0f;
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ManaRegenerationGrowth = 0.0f;
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for (uint8 i = 0; i < (uint8)CooldownType::SIZE; i++)
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CooldownDuration.Add((CooldownType)i, 0.0f);
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}
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void ADefaultPlayerCharacter::Tick(float DeltaTime)
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@@ -104,15 +76,15 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
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float ADDamageMultiplier = 0;
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float APDamageMultiplier = 0;
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if (MyState->Stats.Armor >= 0)
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ADDamageMultiplier = 100 / (100 + MyState->Stats.Armor);
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if (MyState->Stats[(uint8)EStats::Armor] >= 0)
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ADDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::Armor]);
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else
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ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats.Armor);
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ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::Armor]);
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if (MyState->Stats.MagicResistance >= 0)
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APDamageMultiplier = 100 / (100 + MyState->Stats.MagicResistance);
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if (MyState->Stats[(uint8)EStats::MagicResistance] >= 0)
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APDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::MagicResistance]);
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else
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APDamageMultiplier = 2 - 100 / (100 - MyState->Stats.MagicResistance);
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APDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::MagicResistance]);
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UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier);
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@@ -120,19 +92,19 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
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if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
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{
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UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
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UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
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float UpdatedHealth = MyState->Stats.Health - EventInstigatorState->Stats.AttackDamage * ADDamageMultiplier;
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float UpdatedHealth = MyState->Stats[(uint8)EStats::Health] - EventInstigatorState->Stats[(uint8)EStats::AttackDamage] * ADDamageMultiplier;
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if (UpdatedHealth < 0)
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{
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MyState->Stats.Health = 0;
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MyState->Stats[(uint8)EStats::Health] = 0;
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}
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else
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{
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MyState->Stats.Health = UpdatedHealth;
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MyState->Stats[(uint8)EStats::Health] = UpdatedHealth;
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}
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UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats.Health);
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UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats[(uint8)EStats::Health]);
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}
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}
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@@ -97,121 +97,14 @@ public:
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UFUNCTION(NetMulticast, Reliable)
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void NetMulticast_Skill7();
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float GetHealth() const { return Health; }
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float GetHPRegeneration() const { return HPRegeneration; }
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float GetHealAndShieldpower() const { return HealAndShieldpower; }
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float GetArmor() const { return Armor; }
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float GetMagicResistance() const { return MagicResistance; }
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float GetTenacity() const { return Tenacity; }
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float GetSlowRisist() const { return SlowRisist; }
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float GetAttackSpeed() const { return AttackSpeed; }
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float GetAttackDamage() const { return AttackDamage; }
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float GetAbilityPower() const { return AbilityPower; }
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float GetCriticalStrikeChance() const { return CriticalStrikeChance; }
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float GetCriticalStrikeDamage() const { return CriticalStrikeDamage; }
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float GetArmorPenetration() const { return ArmorPenetration; }
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float GetMagicPenetration() const { return MagicPenetration; }
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float GetLifeSteal() const { return LifeSteal; }
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float GetPhysicalVamp() const { return PhysicalVamp; }
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float GetOmnivamp() const { return Omnivamp; }
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float GetAbilityHaste() const { return AbilityHaste; }
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const float* GetCooldownDuration() const { return CooldownDuration; }
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float GetMana() const { return Mana; }
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float GetManaRegeneration() const { return ManaRegeneration; }
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float GetEnergy() const { return Energy; }
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float GetEnergyRegeneration() const { return EnergyRegeneration; }
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float GetAttackRange() const { return AttackRange; }
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float GetMovementSpeed() const { return MovementSpeed; }
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float GetGoldGeneration() const { return GoldGeneration; }
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float GetAttackDamageGrowth() const { return AttackDamageGrowth; }
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float GetAttackSpeedGrowth() const { return AttackSpeedGrowth; }
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float GetArmorGrowth() const { return ArmorGrowth; }
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float GetMagicResistanceGrowth() const { return MagicResistanceGrowth; }
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float GetHealthGrowth() const { return HealthGrowth; }
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float GetHealthRegenerationGrowth() const { return HealthRegenerationGrowth; }
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float GetManaGrowth() const { return ManaGrowth; }
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float GetManaRegenerationGrowth() const { return ManaRegenerationGrowth; }
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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TMap<EStats, float> DefaultStats;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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TMap<CooldownType, float> CooldownDuration;
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protected:
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UPROPERTY(EditAnywhere)
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USpringArmComponent* CameraSpringArm;
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UPROPERTY(EditAnywhere)
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UCameraComponent* Camera;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
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float Health;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
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float HPRegeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
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float HealAndShieldpower;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
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float Armor;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
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float MagicResistance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
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float Tenacity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
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float SlowRisist;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float AttackSpeed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float AttackDamage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float AbilityPower;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float CriticalStrikeChance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float CriticalStrikeDamage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float ArmorPenetration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float MagicPenetration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float LifeSteal;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float PhysicalVamp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
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float Omnivamp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Haste")
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float AbilityHaste;
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UPROPERTY(EditAnywhere, Category = "Stats|Utility|Haste")
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float CooldownDuration[(uint8)CooldownType::SIZE] = { 0.0f, };
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
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float Mana;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
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float ManaRegeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
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float Energy;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
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float EnergyRegeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility")
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float AttackRange;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility")
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float MovementSpeed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Non-Combat")
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float GoldGeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float AttackDamageGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float AttackSpeedGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float ArmorGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float MagicResistanceGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float HealthGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float HealthRegenerationGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float ManaGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
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float ManaRegenerationGrowth;
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};
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@@ -18,17 +18,19 @@ void ADefaultPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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if (ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player)) {
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>()) {
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if (!PlayerInputMapping.IsNull()) {
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InputSystem->AddMappingContext(PlayerInputMapping.LoadSynchronous(), 0);
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}
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else {
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UE_LOG(LogTemp, Error, TEXT("AddMappingContext Failed"));
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}
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}
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ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player);
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if (!LocalPlayer) return;
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UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
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if (!InputSystem) return;
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if (PlayerInputMapping.IsNull())
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{
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UE_LOG(LogTemp, Error, TEXT("AddMappingContext Failed"));
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return;
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}
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InputSystem->AddMappingContext(PlayerInputMapping.LoadSynchronous(), 0);
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this->bShowMouseCursor = true;
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}
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@@ -39,16 +41,29 @@ void ADefaultPlayerController::OnPossess(APawn* aPawn)
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Server_SpawnPlayerCamera();
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AActor *PlayerCamera = GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera();
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if (PlayerCamera)
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{
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SetViewTarget(PlayerCamera);
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UE_LOG(LogTemp, Warning, TEXT("SetViewTarget Success : %s"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName());
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}
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else
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if (!PlayerCamera)
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{
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UE_LOG(LogTemp, Error, TEXT("GetPlayerCamera Failed."));
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return;
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}
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SetViewTarget(PlayerCamera);
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UE_LOG(LogTemp, Warning, TEXT("SetViewTarget Success : %s"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName());
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ADefaultPlayerCharacter* ControlledPawn = GetPawn<ADefaultPlayerCharacter>();
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if (!ControlledPawn) return;
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|
||||
ADefaultPlayerState* MyPlayerState = GetPlayerState<ADefaultPlayerState>();
|
||||
if (!MyPlayerState) return;
|
||||
|
||||
TArray<float> DefaultStatsValue;
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TArray<float> CooldownDurationValue;
|
||||
|
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ControlledPawn->DefaultStats.GenerateValueArray(DefaultStatsValue);
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ControlledPawn->CooldownDuration.GenerateValueArray(CooldownDurationValue);
|
||||
|
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MyPlayerState->InitPlayerStats(DefaultStatsValue, CooldownDurationValue);
|
||||
}
|
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|
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void ADefaultPlayerController::OnUnPossess()
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@@ -66,48 +81,46 @@ void ADefaultPlayerController::Server_SpawnPlayerCamera_Implementation()
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UE_LOG(LogTemp, Warning, TEXT("SpawnPlayerCamera"));
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|
||||
if (APawn* MyPawn = GetPawn())
|
||||
APawn* MyPawn = GetPawn();
|
||||
if (!MyPawn) return;
|
||||
|
||||
FTransform SpawnTransform = FTransform();
|
||||
|
||||
SpawnTransform.SetLocation(MyPawn->GetActorLocation());
|
||||
|
||||
OutContextPlayerCamera = GetWorld()->SpawnActor<AActor>(ADefaultPlayerCamera::StaticClass(), SpawnTransform, SpawnInfo);
|
||||
if (!OutContextPlayerCamera)
|
||||
{
|
||||
FTransform SpawnTransform = FTransform();
|
||||
|
||||
SpawnTransform.SetLocation(MyPawn->GetActorLocation());
|
||||
|
||||
OutContextPlayerCamera = GetWorld()->SpawnActor<AActor>(ADefaultPlayerCamera::StaticClass(), SpawnTransform, SpawnInfo);
|
||||
if (OutContextPlayerCamera)
|
||||
{
|
||||
GetPlayerState<ADefaultPlayerState>()->SetPlayerCamera(OutContextPlayerCamera);
|
||||
OutContextPlayerCamera->AttachToActor(GetPawn(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, EAttachmentRule::KeepWorld, false));
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("SetPlayerCamera Success : %s, %d"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName(), GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera());
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("Camera Spawn Failed."));
|
||||
}
|
||||
UE_LOG(LogTemp, Error, TEXT("Camera Spawn Failed."));
|
||||
return;
|
||||
}
|
||||
|
||||
GetPlayerState<ADefaultPlayerState>()->SetPlayerCamera(OutContextPlayerCamera);
|
||||
OutContextPlayerCamera->AttachToActor(GetPawn(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, EAttachmentRule::KeepWorld, false));
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("SetPlayerCamera Success : %s, %d"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName(), GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera());
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible)
|
||||
{
|
||||
if (!HasAuthority())
|
||||
if (HasAuthority()) return;
|
||||
|
||||
ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>();
|
||||
if (!State)
|
||||
{
|
||||
if (ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>())
|
||||
{
|
||||
if (State->GetTeam() == GetPlayerState<ADefaultPlayerState>()->GetTeam())
|
||||
{
|
||||
Target->GetMesh()->SetRenderCustomDepth(Visible);
|
||||
Target->GetMesh()->CustomDepthStencilValue = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
Target->GetMesh()->SetRenderCustomDepth(Visible);
|
||||
Target->GetMesh()->CustomDepthStencilValue = 2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("GetPlayerState<ADefaultPlayerState> Failed"));
|
||||
}
|
||||
UE_LOG(LogTemp, Error, TEXT("GetPlayerState<ADefaultPlayerState> Failed"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (State->GetTeam() == GetPlayerState<ADefaultPlayerState>()->GetTeam())
|
||||
{
|
||||
Target->GetMesh()->SetRenderCustomDepth(Visible);
|
||||
Target->GetMesh()->CustomDepthStencilValue = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
Target->GetMesh()->SetRenderCustomDepth(Visible);
|
||||
Target->GetMesh()->CustomDepthStencilValue = 2;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -133,7 +146,6 @@ ADefaultPlayerController::ADefaultPlayerController()
|
||||
IA_SKILL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill2.Skill2'")),
|
||||
IA_SKILL3(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill3.Skill3'")),
|
||||
IA_SKILL4(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4.Skill4'")),
|
||||
IA_SKILL4_End(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4_End.Skill4_End'")),
|
||||
IA_RUNESPELL1(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell1.RuneSpell1'")),
|
||||
IA_RUNESPELL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell2.RuneSpell2'")),
|
||||
IA_WARD(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Ward.Ward'")),
|
||||
@@ -161,11 +173,6 @@ ADefaultPlayerController::ADefaultPlayerController()
|
||||
UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed."));
|
||||
return;
|
||||
}
|
||||
if (!IA_SKILL4_End.Succeeded())
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed."));
|
||||
return;
|
||||
}
|
||||
if (!IA_RUNESPELL1.Succeeded())
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("IA_RUNESPELL1 load failed."));
|
||||
@@ -202,7 +209,6 @@ ADefaultPlayerController::ADefaultPlayerController()
|
||||
Skill2Action = IA_SKILL2.Object;
|
||||
Skill3Action = IA_SKILL3.Object;
|
||||
Skill4Action = IA_SKILL4.Object;
|
||||
Skill4_EndAction = IA_SKILL4_End.Object;
|
||||
RuneSpell1Action = IA_RUNESPELL1.Object;
|
||||
RuneSpell2Action = IA_RUNESPELL2.Object;
|
||||
WardAction = IA_WARD.Object;
|
||||
@@ -222,21 +228,20 @@ void ADefaultPlayerController::SetupInputComponent()
|
||||
{
|
||||
Super::SetupInputComponent();
|
||||
|
||||
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
|
||||
{
|
||||
EnhancedInputComponent->BindAction(Skill1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill1);
|
||||
EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2);
|
||||
EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3);
|
||||
EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4);
|
||||
EnhancedInputComponent->BindAction(Skill4_EndAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4_End);
|
||||
EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1);
|
||||
EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2);
|
||||
EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward);
|
||||
EnhancedInputComponent->BindAction(BombAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Bomb);
|
||||
EnhancedInputComponent->BindAction(ObjectSelectAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::ObjectSelect);
|
||||
EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::MoveTriggered);
|
||||
EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Started, this, &ADefaultPlayerController::MoveStarted);
|
||||
}
|
||||
UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent);
|
||||
if (!EnhancedInputComponent) return;
|
||||
|
||||
EnhancedInputComponent->BindAction(Skill1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill1);
|
||||
EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2);
|
||||
EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3);
|
||||
EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4Triggered);
|
||||
EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Completed, this, &ADefaultPlayerController::Skill4Completed);
|
||||
EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1);
|
||||
EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2);
|
||||
EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward);
|
||||
EnhancedInputComponent->BindAction(BombAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Bomb);
|
||||
EnhancedInputComponent->BindAction(ObjectSelectAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::ObjectSelect);
|
||||
EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Move);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Skill1()
|
||||
@@ -250,7 +255,7 @@ void ADefaultPlayerController::Skill1()
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill1"));
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
|
||||
@@ -265,7 +270,7 @@ void ADefaultPlayerController::Skill2()
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill2"));
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
|
||||
@@ -280,14 +285,14 @@ void ADefaultPlayerController::Skill3()
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill3"));
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
|
||||
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill3);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Skill4()
|
||||
void ADefaultPlayerController::Skill4Triggered()
|
||||
{
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
@@ -295,14 +300,14 @@ void ADefaultPlayerController::Skill4()
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill4"));
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
|
||||
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Started);
|
||||
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Triggered);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Skill4_End()
|
||||
void ADefaultPlayerController::Skill4Completed()
|
||||
{
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
@@ -310,9 +315,9 @@ void ADefaultPlayerController::Skill4_End()
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill4_End"));
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill4 Completed"));
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
|
||||
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
|
||||
}
|
||||
@@ -354,21 +359,11 @@ void ADefaultPlayerController::ObjectSelect()
|
||||
|
||||
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
|
||||
|
||||
if (ACharacter* HitObject = Cast<ACharacter>(HitResult.GetActor()))
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName());
|
||||
SetACharacterOutlineColor(HitObject, true);
|
||||
}
|
||||
}
|
||||
ACharacter* HitObject = Cast<ACharacter>(HitResult.GetActor());
|
||||
if (!HitObject) return;
|
||||
|
||||
void ADefaultPlayerController::MoveTriggered()
|
||||
{
|
||||
Move();
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::MoveStarted()
|
||||
{
|
||||
Move();
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName());
|
||||
SetACharacterOutlineColor(HitObject, true);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Move()
|
||||
@@ -380,13 +375,26 @@ void ADefaultPlayerController::Move()
|
||||
this->MoveToLocation(Destination);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation)
|
||||
{
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
|
||||
GetPawn()->SetActorRotation((MouseHitLocation - Location).Rotation());
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Server_SetRotation_Implementation(FVector MouseHitLocation)
|
||||
{
|
||||
Multicast_SetRotation(MouseHitLocation);
|
||||
}
|
||||
|
||||
FVector ADefaultPlayerController::GetMouseHitLocation()
|
||||
{
|
||||
FHitResult HitResult;
|
||||
GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, HitResult);
|
||||
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);
|
||||
|
||||
FVector ActorLocation = GetPawn()->GetActorLocation();
|
||||
ActorLocation.Z = 0;
|
||||
@@ -399,22 +407,21 @@ FVector ADefaultPlayerController::GetMouseHitLocation()
|
||||
DrawDebugLine(GetWorld(), HitResult.Location, Destination, FColor::Emerald, false, 1, 0, 1);
|
||||
|
||||
const UWorld* CurrentWorld = GetWorld();
|
||||
if (CurrentWorld)
|
||||
{
|
||||
FHitResult CollisionCheck;
|
||||
if (!CurrentWorld) return Destination;
|
||||
|
||||
FCollisionQueryParams CollisionParams;
|
||||
CollisionParams.AddIgnoredActor(GetPawn());
|
||||
FHitResult CollisionCheck;
|
||||
|
||||
FVector Start = HitResult.Location;
|
||||
FVector End = Destination;
|
||||
FCollisionQueryParams CollisionParams;
|
||||
CollisionParams.AddIgnoredActor(GetPawn());
|
||||
|
||||
if (CurrentWorld->LineTraceSingleByChannel(CollisionCheck, Start, End, ECC_Visibility, CollisionParams))
|
||||
{
|
||||
DrawDebugLine(CurrentWorld, Start, End, FColor::Red, false, 1.5, 0, 2);
|
||||
Destination = HitResult.Location;
|
||||
}
|
||||
}
|
||||
FVector Start = HitResult.Location;
|
||||
FVector End = Destination;
|
||||
|
||||
if (!CurrentWorld->LineTraceSingleByChannel(CollisionCheck, Start, End, ECC_Visibility, CollisionParams))
|
||||
return Destination;
|
||||
|
||||
DrawDebugLine(CurrentWorld, Start, End, FColor::Red, false, 1.5, 0, 2);
|
||||
Destination = HitResult.Location;
|
||||
|
||||
return Destination;
|
||||
}
|
||||
@@ -499,18 +506,18 @@ void ADefaultPlayerController::SimpleMoveToLocation(AController* Controller, con
|
||||
|
||||
void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult& MovementResult)
|
||||
{
|
||||
if (MovementResult.IsSuccess())
|
||||
if (!MovementResult.IsSuccess()) return;
|
||||
|
||||
if (!GPlayInEditorID)
|
||||
{
|
||||
if (!GPlayInEditorID)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Server MoveCompleted"));
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Client%d MoveCompleted"), GPlayInEditorID);
|
||||
}
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
|
||||
UE_LOG(LogTemp, Warning, TEXT("Server MoveCompleted"));
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Client%d MoveCompleted"), GPlayInEditorID);
|
||||
}
|
||||
|
||||
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Attack()
|
||||
|
||||
@@ -34,20 +34,24 @@ public:
|
||||
void Skill1();
|
||||
void Skill2();
|
||||
void Skill3();
|
||||
void Skill4();
|
||||
void Skill4_End();
|
||||
void Skill4Triggered();
|
||||
void Skill4Completed();
|
||||
void RuneSpell1();
|
||||
void RuneSpell2();
|
||||
void Ward();
|
||||
void Bomb();
|
||||
void ObjectSelect();
|
||||
void MoveTriggered();
|
||||
void MoveStarted();
|
||||
void Move();
|
||||
|
||||
UFUNCTION(Server, Reliable)
|
||||
void MoveToLocation(FVector Location);
|
||||
|
||||
UFUNCTION(NetMulticast, Reliable)
|
||||
void Multicast_SetRotation(FVector MouseHitLocation);
|
||||
|
||||
UFUNCTION(Server, Reliable)
|
||||
void Server_SetRotation(FVector MouseHitLocation);
|
||||
|
||||
FVector GetMouseHitLocation();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
|
||||
@@ -72,8 +76,6 @@ private:
|
||||
TSoftObjectPtr<UInputAction> Skill3Action;
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
TSoftObjectPtr<UInputAction> Skill4Action;
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
TSoftObjectPtr<UInputAction> Skill4_EndAction;
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
TSoftObjectPtr<UInputAction> RuneSpell1Action;
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
|
||||
@@ -26,46 +26,18 @@ void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&
|
||||
DOREPLIFETIME(ADefaultPlayerState, PlayerCamera);
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::InitPlayerStats()
|
||||
void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& StatsValue, const TArray<float>& CooldownDurationValue)
|
||||
{
|
||||
ADefaultPlayerCharacter* Initializer = Cast<ADefaultPlayerCharacter>(CharacterBPRef);
|
||||
MaxStats.Append(StatsValue);
|
||||
Stats.Append(StatsValue);
|
||||
CooldownDuration.Append(CooldownDurationValue);
|
||||
MaxCooldownDuration.Append(CooldownDurationValue);
|
||||
|
||||
Stats.Health = Initializer->GetHealth();
|
||||
Stats.HPRegeneration = Initializer->GetHPRegeneration();
|
||||
Stats.HealAndShieldpower = Initializer->GetHealAndShieldpower();
|
||||
Stats.Armor = Initializer->GetArmor();
|
||||
Stats.MagicResistance = Initializer->GetMagicResistance();
|
||||
Stats.Tenacity = Initializer->GetTenacity();
|
||||
Stats.SlowRisist = Initializer->GetSlowRisist();
|
||||
Stats.AttackSpeed = Initializer->GetAttackSpeed();
|
||||
Stats.AttackDamage = Initializer->GetAttackDamage();
|
||||
Stats.AbilityPower = Initializer->GetAbilityPower();
|
||||
Stats.CriticalStrikeChance = Initializer->GetCriticalStrikeChance();
|
||||
Stats.CriticalStrikeDamage = Initializer->GetCriticalStrikeDamage();
|
||||
Stats.ArmorPenetration = Initializer->GetArmorPenetration();
|
||||
Stats.MagicPenetration = Initializer->GetMagicPenetration();
|
||||
Stats.LifeSteal = Initializer->GetLifeSteal();
|
||||
Stats.PhysicalVamp = Initializer->GetPhysicalVamp();
|
||||
Stats.Omnivamp = Initializer->GetOmnivamp();
|
||||
Stats.AbilityHaste = Initializer->GetAbilityHaste();
|
||||
|
||||
SetMultipleCooldownDuration(Initializer->GetCooldownDuration());
|
||||
|
||||
Stats.Mana = Initializer->GetMana();
|
||||
Stats.ManaRegeneration = Initializer->GetManaRegeneration();
|
||||
Stats.Energy = Initializer->GetEnergy();
|
||||
Stats.EnergyRegeneration = Initializer->GetEnergyRegeneration();
|
||||
Stats.AttackRange = Initializer->GetAttackRange();
|
||||
Stats.MovementSpeed = Initializer->GetMovementSpeed();
|
||||
Stats.GoldGeneration = Initializer->GetGoldGeneration();
|
||||
Stats.AttackDamageGrowth = Initializer->GetAttackDamageGrowth();
|
||||
Stats.AttackSpeedGrowth = Initializer->GetAttackSpeedGrowth();
|
||||
Stats.ArmorGrowth = Initializer->GetArmorGrowth();
|
||||
Stats.MagicResistanceGrowth = Initializer->GetMagicResistanceGrowth();
|
||||
Stats.HealthGrowth = Initializer->GetHealthGrowth();
|
||||
Stats.HealthRegenerationGrowth = Initializer->GetHealthRegenerationGrowth();
|
||||
Stats.ManaGrowth = Initializer->GetManaGrowth();
|
||||
Stats.ManaRegenerationGrowth = Initializer->GetManaRegenerationGrowth();
|
||||
for (float Value : StatsValue)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Values: %f"), Value);
|
||||
}
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::NetMulticast_SetAttackType_Implementation(CooldownType Value)
|
||||
@@ -92,8 +64,3 @@ int32 ADefaultPlayerState::GetCharacterLevel() const
|
||||
{
|
||||
return int32();
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::SetMultipleCooldownDuration(const float* Value)
|
||||
{
|
||||
std::memcpy(&CooldownDuration, Value, sizeof(float) * (uint8)CooldownType::SIZE);
|
||||
}
|
||||
|
||||
@@ -21,7 +21,8 @@ public:
|
||||
ADefaultPlayerState();
|
||||
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override;
|
||||
|
||||
void InitPlayerStats();
|
||||
UFUNCTION(Server, Reliable)
|
||||
void InitPlayerStats(const TArray<float>& StatsValue, const TArray<float>& CooldownDurationValue);
|
||||
|
||||
void SetCharacterBPRef(UClass* Value) { CharacterBPRef = Value; }
|
||||
UClass* GetCharacterBPRef() const { return CharacterBPRef; }
|
||||
@@ -34,10 +35,11 @@ public:
|
||||
void SetPlayerCamera(AActor* Actor) { PlayerCamera = Actor; }
|
||||
AActor* GetPlayerCamera() const { return PlayerCamera; }
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetCooldownDuration(CooldownType Key, float Value) { CooldownDuration[(uint8)Key] = Value; }
|
||||
UFUNCTION(BlueprintCallable)
|
||||
float GetCooldownDuration(CooldownType Key) const { return CooldownDuration[(uint8)Key]; }
|
||||
//fix later
|
||||
//UFUNCTION(BlueprintCallable)
|
||||
//void SetCooldownDuration(CooldownType Key, float Value) { CooldownDuration[(uint8)Key] = Value; }
|
||||
//UFUNCTION(BlueprintCallable)
|
||||
//float GetCooldownDuration(CooldownType Key) const { return CooldownDuration[(uint8)Key]; }
|
||||
|
||||
//Execute on server
|
||||
UFUNCTION(BlueprintCallable, Server, Reliable)
|
||||
@@ -57,14 +59,16 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
int32 GetCharacterLevel() const;
|
||||
|
||||
//Should be ONLY executed on server!!
|
||||
void SetMultipleCooldownDuration(const float* Value) ;
|
||||
|
||||
UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite)
|
||||
FDefaultStats Stats;
|
||||
UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite)
|
||||
FDefaultStats MaxStats;
|
||||
UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
|
||||
TArray<float> Stats;
|
||||
UPROPERTY(Replicated, Transient, EditAnywhere, BlueprintReadWrite)
|
||||
TArray<float> MaxStats;
|
||||
|
||||
UPROPERTY(Replicated, Transient, BlueprintReadWrite)
|
||||
TArray<float> CooldownDuration;
|
||||
UPROPERTY(Replicated, Transient, BlueprintReadWrite)
|
||||
TArray<float> MaxCooldownDuration;
|
||||
|
||||
private:
|
||||
UPROPERTY(Replicated, Transient)
|
||||
@@ -72,9 +76,6 @@ private:
|
||||
UPROPERTY(Replicated, Transient)
|
||||
TeamType Team;
|
||||
|
||||
UPROPERTY(Replicated, Transient)
|
||||
float CooldownDuration[(uint8)CooldownType::SIZE] = { 0.0f, };
|
||||
|
||||
UPROPERTY(Replicated, Transient)
|
||||
ECharacterState State;
|
||||
UPROPERTY(Replicated, Transient)
|
||||
|
||||
@@ -1,6 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "PerformSkill.h"
|
||||
|
||||
// Add default functionality here for any IPerformSkill functions that are not pure virtual.
|
||||
@@ -1,28 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Interface.h"
|
||||
#include "PerformSkill.generated.h"
|
||||
|
||||
// This class does not need to be modified.
|
||||
UINTERFACE(MinimalAPI)
|
||||
class UPerformSkill : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
class PROMETHER_API IPerformSkill
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
|
||||
public:
|
||||
virtual void Skill4Started() = 0;
|
||||
virtual void Skill4Triggered() = 0;
|
||||
virtual void Skill4Completed() = 0;
|
||||
};
|
||||
@@ -91,3 +91,41 @@ struct FUniqueObjectID
|
||||
int32 RandomUniqueNumber;
|
||||
};
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EStats : uint8
|
||||
{
|
||||
Health,
|
||||
HPRegeneration,
|
||||
HealAndShieldpower,
|
||||
Armor,
|
||||
MagicResistance,
|
||||
Tenacity,
|
||||
SlowRisist,
|
||||
AttackSpeed,
|
||||
AttackDamage,
|
||||
AbilityPower,
|
||||
CriticalStrikeChance,
|
||||
CriticalStrikeDamage,
|
||||
ArmorPenetration,
|
||||
MagicPenetration,
|
||||
LifeSteal,
|
||||
PhysicalVamp,
|
||||
Omnivamp,
|
||||
AbilityHaste,
|
||||
Mana,
|
||||
ManaRegeneration,
|
||||
Energy,
|
||||
EnergyRegeneration,
|
||||
AttackRange,
|
||||
MovementSpeed,
|
||||
GoldGeneration,
|
||||
AttackDamageGrowth,
|
||||
AttackSpeedGrowth,
|
||||
ArmorGrowth,
|
||||
MagicResistanceGrowth,
|
||||
HealthGrowth,
|
||||
HealthRegenerationGrowth,
|
||||
ManaGrowth,
|
||||
ManaRegenerationGrowth,
|
||||
SIZE
|
||||
};
|
||||
Reference in New Issue
Block a user