파운드, 알리움 스킬 모션 구현(최종)
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Content/Character/Allium/Alium_Q_1.uasset
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Content/Character/Monster/Golem/Animation/Golem_Attack1_L_얼굴_RetopoFlow_Anim.uasset
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Content/Character/Monster/Golem/Animation/Golem_Attack2_얼굴_RetopoFlow_Anim.uasset
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Content/Character/Monster/Golem/Animation/Golem_Idel_Anim.uasset
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@@ -133,7 +133,7 @@ FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const
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//DebugPerpose
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//DebugPerpose
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if (Type == CharacterType::Lukriel)
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if (Type == CharacterType::Lukriel)
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{
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{
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Type = CharacterType::Lb;
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Type = CharacterType::Allium;
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}
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}
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if (Team == TeamType::Null)
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if (Team == TeamType::Null)
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{
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{
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@@ -16,7 +16,7 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter()
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CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
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CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
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CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f));
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CameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 0.0f), FRotator(-45.0f, 0.0f, 0.0f));
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CameraSpringArm->SetAbsolute(false, true, true);
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CameraSpringArm->SetAbsolute(false, true, true);
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CameraSpringArm->TargetArmLength = 2000.f;
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CameraSpringArm->TargetArmLength = 1000.f;
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CameraSpringArm->bEnableCameraLag = true;
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CameraSpringArm->bEnableCameraLag = true;
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CameraSpringArm->bDoCollisionTest = false;
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CameraSpringArm->bDoCollisionTest = false;
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CameraSpringArm->CameraLagSpeed = 3.0f;
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CameraSpringArm->CameraLagSpeed = 3.0f;
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@@ -233,17 +233,6 @@ void ADefaultPlayerController::SetupInputComponent()
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void ADefaultPlayerController::Skill1()
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void ADefaultPlayerController::Skill1()
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{
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{
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//if (!(GetPlayerState<ADefaultPlayerState>()->Stats.Mana >= 100))
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// return;
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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SimpleMoveToLocation(this, Location);
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this->MoveToLocation(Location);
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GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
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UE_LOG(LogTemp, Warning, TEXT("Skill1"));
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UE_LOG(LogTemp, Warning, TEXT("Skill1"));
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill1);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill1);
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@@ -251,14 +240,6 @@ void ADefaultPlayerController::Skill1()
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void ADefaultPlayerController::Skill2()
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void ADefaultPlayerController::Skill2()
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{
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{
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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SimpleMoveToLocation(this, Location);
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this->MoveToLocation(Location);
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GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
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UE_LOG(LogTemp, Warning, TEXT("Skill2"));
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UE_LOG(LogTemp, Warning, TEXT("Skill2"));
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill2);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill2);
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@@ -266,14 +247,6 @@ void ADefaultPlayerController::Skill2()
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void ADefaultPlayerController::Skill3()
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void ADefaultPlayerController::Skill3()
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{
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{
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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SimpleMoveToLocation(this, Location);
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this->MoveToLocation(Location);
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GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
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UE_LOG(LogTemp, Warning, TEXT("Skill3"));
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UE_LOG(LogTemp, Warning, TEXT("Skill3"));
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill3);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill3);
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@@ -281,17 +254,9 @@ void ADefaultPlayerController::Skill3()
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void ADefaultPlayerController::Skill4()
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void ADefaultPlayerController::Skill4()
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{
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{
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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SimpleMoveToLocation(this, Location);
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this->MoveToLocation(Location);
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GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
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UE_LOG(LogTemp, Warning, TEXT("Skill4"));
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UE_LOG(LogTemp, Warning, TEXT("Skill4"));
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Started);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4);
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}
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}
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void ADefaultPlayerController::RuneSpell1()
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void ADefaultPlayerController::RuneSpell1()
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@@ -349,15 +314,6 @@ void ADefaultPlayerController::MoveStarted()
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}
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}
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void ADefaultPlayerController::Move()
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void ADefaultPlayerController::Move()
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{
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FVector Destination = GetMouseHitLocation();
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
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SimpleMoveToLocation(this, Destination);
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this->MoveToLocation(Destination);
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}
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FVector ADefaultPlayerController::GetMouseHitLocation()
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{
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{
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FHitResult HitResult;
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FHitResult HitResult;
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GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, HitResult);
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GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, HitResult);
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@@ -369,7 +325,6 @@ FVector ADefaultPlayerController::GetMouseHitLocation()
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ActorLocation.Z = 0;
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ActorLocation.Z = 0;
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float CapsuleRadius = GetPawn<ACharacter>()->GetCapsuleComponent()->GetScaledCapsuleRadius();
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float CapsuleRadius = GetPawn<ACharacter>()->GetCapsuleComponent()->GetScaledCapsuleRadius();
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FVector Destination = (HitResult.Location - ActorLocation).GetSafeNormal() * CapsuleRadius + HitResult.Location;
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FVector Destination = (HitResult.Location - ActorLocation).GetSafeNormal() * CapsuleRadius + HitResult.Location;
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DrawDebugLine(GetWorld(), ActorLocation, HitResult.Location, FColor::Blue, false, 1, 0, 1);
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DrawDebugLine(GetWorld(), ActorLocation, HitResult.Location, FColor::Blue, false, 1, 0, 1);
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@@ -393,7 +348,9 @@ FVector ADefaultPlayerController::GetMouseHitLocation()
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}
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}
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}
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}
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return Destination;
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
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SimpleMoveToLocation(this, Destination);
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this->MoveToLocation(Destination);
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}
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}
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void ADefaultPlayerController::SimpleMoveToLocation(AController* Controller, const FVector& GoalLocation)
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void ADefaultPlayerController::SimpleMoveToLocation(AController* Controller, const FVector& GoalLocation)
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@@ -47,8 +47,6 @@ public:
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UFUNCTION(Server, Reliable)
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UFUNCTION(Server, Reliable)
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void MoveToLocation(FVector Location);
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void MoveToLocation(FVector Location);
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FVector GetMouseHitLocation();
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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void SimpleMoveToLocation(AController* Controller, const FVector& Goal);
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void SimpleMoveToLocation(AController* Controller, const FVector& Goal);
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@@ -1,6 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PerformSkill.h"
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// Add default functionality here for any IPerformSkill functions that are not pure virtual.
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@@ -1,28 +0,0 @@
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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 "UObject/Interface.h"
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#include "PerformSkill.generated.h"
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// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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class UPerformSkill : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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*
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*/
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class PROMETHER_API IPerformSkill
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{
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GENERATED_BODY()
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// Add interface functions to this class. This is the class that will be inherited to implement this interface.
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public:
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virtual void Skill4Started() = 0;
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virtual void Skill4Triggered() = 0;
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virtual void Skill4Completed() = 0;
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};
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@@ -36,9 +36,7 @@ enum class CooldownType : uint8
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Skill1,
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Skill1,
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Skill2,
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Skill2,
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Skill3,
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Skill3,
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Skill4Started,
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Skill4,
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Skill4Triggered,
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Skill4Comlpleted,
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RuneSpell1,
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RuneSpell1,
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RuneSpell2,
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RuneSpell2,
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Ward,
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Ward,
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