파운드 100%, 알리움 대상 지정 제외 전체 완성

This commit is contained in:
SJW1024
2023-11-13 06:53:58 +09:00
parent 27a20d9573
commit 4c3356ffc2
79 changed files with 228 additions and 141 deletions

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@@ -16,6 +16,7 @@ void UAN_AnimEnd::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* An
ADefaultPlayerState* MyState = MyCharacter->GetPlayerState<ADefaultPlayerState>(); ADefaultPlayerState* MyState = MyCharacter->GetPlayerState<ADefaultPlayerState>();
if (!MyState) return; if (!MyState) return;
MyState->SetState(ECharacterState::Idle); MyState->SetState(ECharacterState::Idle);
UE_LOG(LogTemp, Warning, TEXT("State log : %d"), MyState->GetState());
MyState->Stats[(uint8)EStats::Attackable] = 0; MyState->Stats[(uint8)EStats::Attackable] = 0;
MyState->Stats[(uint8)EStats::Skillusable] = 0; MyState->Stats[(uint8)EStats::Skillusable] = 0;
MyState->Stats[(uint8)EStats::Movable] = 0; MyState->Stats[(uint8)EStats::Movable] = 0;

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@@ -133,7 +133,7 @@ FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const
//DebugPerpose //DebugPerpose
if (Type == CharacterType::Lukriel) if (Type == CharacterType::Lukriel)
{ {
Type = CharacterType::Lb; Type = CharacterType::Allium;
} }
if (Team == TeamType::Null) if (Team == TeamType::Null)
{ {

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@@ -65,65 +65,61 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
{ {
float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); float ReturnValue = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
if (HasAuthority()) ADefaultPlayerState* State = GetPlayerState<ADefaultPlayerState>();
{ if (!State) return ReturnValue;
UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Server"));
} if (!Cast<APawn>(DamageCauser)) return ReturnValue;
else
{ ADefaultPlayerState* AttackerState = Cast<APawn>(DamageCauser)->GetPlayerState<ADefaultPlayerState>();
UE_LOG(LogTemp, Warning, TEXT("TakeDamage Called On Client")); if (!AttackerState) return ReturnValue;
}
if (HasAuthority())
{
if (ADefaultPlayerState* MyState = this->GetInstigatorController()->GetPlayerState<ADefaultPlayerState>())
{
if (ADefaultPlayerState* EventInstigatorState = EventInstigator->GetPlayerState<ADefaultPlayerState>())
{
float ADDamageMultiplier = 0; float ADDamageMultiplier = 0;
float APDamageMultiplier = 0; float APDamageMultiplier = 0;
if (MyState->Stats[(uint8)EStats::Armor] >= 0) if (State->Stats[(uint8)EStats::Armor] >= 0)
ADDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::Armor]); ADDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::Armor]);
else else
ADDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::Armor]); ADDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::Armor]);
if (MyState->Stats[(uint8)EStats::MagicResistance] >= 0) if (State->Stats[(uint8)EStats::MagicResistance] >= 0)
APDamageMultiplier = 100 / (100 + MyState->Stats[(uint8)EStats::MagicResistance]); APDamageMultiplier = 100 / (100 + State->Stats[(uint8)EStats::MagicResistance]);
else else
APDamageMultiplier = 2 - 100 / (100 - MyState->Stats[(uint8)EStats::MagicResistance]); APDamageMultiplier = 2 - 100 / (100 - State->Stats[(uint8)EStats::MagicResistance]);
UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier); UE_LOG(LogTemp, Warning, TEXT("%s : ADDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), ADDamageMultiplier, DamageAmount * ADDamageMultiplier);
UE_LOG(LogTemp, Warning, TEXT("%s : APDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), APDamageMultiplier, DamageAmount * APDamageMultiplier); UE_LOG(LogTemp, Warning, TEXT("%s : APDamageMultiplier : %f CalculatedDamage : %f"), *DamageCauser->GetName(), APDamageMultiplier, DamageAmount * APDamageMultiplier);
float UpdatedHealth = 0;
if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject())) if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
{ {
UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack")); UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
float UpdatedHealth = MyState->Stats[(uint8)EStats::Health] - EventInstigatorState->Stats[(uint8)EStats::AttackDamage] * ADDamageMultiplier; UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * ADDamageMultiplier;
if (UpdatedHealth < 0)
{
MyState->Stats[(uint8)EStats::Health] = 0;
} }
else else
{ {
MyState->Stats[(uint8)EStats::Health] = UpdatedHealth; UE_LOG(LogTemp, Warning, TEXT("DamageType : APDamage"));
UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * APDamageMultiplier;
} }
UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), MyState->Stats[(uint8)EStats::Health]); if (UpdatedHealth < 0 || UpdatedHealth < 0.1)
} {
State->Stats[(uint8)EStats::Health] = 0;
} }
else
{
State->Stats[(uint8)EStats::Health] = UpdatedHealth;
} }
UE_LOG(LogTemp, Warning, TEXT("Current Health : %f"), State->Stats[(uint8)EStats::Health]);
UE_LOG(LogTemp, Warning, TEXT("U Health : %f"), UpdatedHealth);
return ReturnValue; return ReturnValue;
} }
else
{
return -1.0f;
}
}

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@@ -102,9 +102,9 @@ enum class EStats : uint8
HPRegeneration, HPRegeneration,
HealAndShieldpower, HealAndShieldpower,
Armor, Armor,
ArmorBuff, MaxHealth,
MagicResistance, MagicResistance,
MagicResistanceBuff, MaxMana,
Tenacity, Tenacity,
SlowRisist, SlowRisist,
AttackSpeed, AttackSpeed,