이펙트 다운로드, 평타 수정중

This commit is contained in:
SJW1024
2023-10-24 01:26:08 +09:00
parent 19d7095a43
commit 3d59b3d336
792 changed files with 31934 additions and 57 deletions

View File

@@ -49,9 +49,16 @@ void ADefaultPlayerCharacter::Tick(float DeltaTime)
*/
}
void ADefaultPlayerCharacter::Attack_Implementation()
{
//UGameplayStatics::ApplyDamage(Target, MyState->GetAttackDamage(), Cast<AController>(GetOwner()), this, UBaseAttack::StaticClass());
NetMulticast_Attack();
}
void ADefaultPlayerCharacter::NetMulticast_Attack_Implementation()
{
BP_Attack();
}
float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser)
@@ -118,6 +125,8 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
}
}
void ADefaultPlayerCharacter::Skill1_Implementation()
{
NetMulticast_Skill1();

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@@ -21,8 +21,13 @@ public:
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintNativeEvent)
void Attack();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Attack();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Attack();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Attack();
UFUNCTION(BlueprintNativeEvent)
float TakeDamage( float Damage,
struct FDamageEvent const& DamageEvent,

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@@ -430,7 +430,7 @@ void ADefaultPlayerController::Move()
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
ACharacter* HitCharacter = Cast<ACharacter>(HitResult.GetActor()); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitCharactor<6F><72> <20><><EFBFBD><EFBFBD><<<3C><><EFBFBD><EFBFBD> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
HitTarget = Cast<ACharacter>(HitResult.GetActor());
HitTarget = HitResult.GetActor();
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitResult.GetActor()->GetName());
@@ -646,13 +646,12 @@ void ADefaultPlayerController::RepeatedAttack()
{
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0)
return;
ACharacter* HitCharacter = HitTarget;
Attack(HitCharacter);
Attack();
}
void ADefaultPlayerController::Attack(ACharacter* HitObject)
void ADefaultPlayerController::Attack()
{
float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange];
@@ -663,7 +662,7 @@ void ADefaultPlayerController::Attack(ACharacter* HitObject)
if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0))
return;
Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
FVector Location = GetPawn()->GetActorLocation();
Location.X = 0;
@@ -673,9 +672,6 @@ void ADefaultPlayerController::Attack(ACharacter* HitObject)
Multicast_SetRotation(Destination);
Server_SetRotation(Destination);
UE_LOG(LogTemp, Warning, TEXT("Attack"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
@@ -686,9 +682,11 @@ void ADefaultPlayerController::Attack(ACharacter* HitObject)
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
this->MoveToLocation(Destination);
}
SetTarget();
}
void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location)

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@@ -69,14 +69,17 @@ public:
void RepeatedAttack();
UFUNCTION(BlueprintImplementableEvent)
void SetTarget();
void Attack(ACharacter* HitCharacter);
void Attack();
UPROPERTY(BlueprintReadWrite)
float MouseClickInterval;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "My Actor")
ACharacter * HitTarget;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "My Actor")
AActor* HitTarget;
private:
UPROPERTY(EditAnywhere, Category = "Input")

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@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DamageType/ApDamage.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 "GameFramework/DamageType.h"
#include "ApDamage.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UApDamage : public UDamageType
{
GENERATED_BODY()
};