코드 정리 + stats FName구현체
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Content/Character/Lb/Animation/ABP_Lb.uasset
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Content/Character/Lb/Animation/ABP_Lb.uasset
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Content/Character/Lb/Animation/R2_Anim.uasset
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Content/Character/Lb/Animation/R2_Anim.uasset
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Content/Character/Lb/BP_Lb.uasset
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Content/Character/Lb/BP_Lb.uasset
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Content/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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@@ -25,39 +25,18 @@ ADefaultPlayerCharacter::ADefaultPlayerCharacter()
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Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
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Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
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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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const UEnum* CharStateEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EStats"), true);
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if (!CharStateEnum)
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{
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UE_LOG(LogTemp, Error, TEXT("EStats Missing"));
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return;
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}
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for (uint8 i = 0; i < (uint8)EStats::SIZE; i++)
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DefaultStats.Add(*CharStateEnum->GetNameByValue((uint8)i).ToString(), 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 +83,15 @@ 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 +99,19 @@ 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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@@ -89,83 +89,11 @@ public:
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UFUNCTION(NetMulticast, Reliable)
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void NetMulticast_Skill7();
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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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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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TMap<FName, 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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@@ -18,18 +18,23 @@ 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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ADefaultPlayerCharacter* ControlledPawn = GetPawn<ADefaultPlayerCharacter>();
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if (!ControlledPawn) return;
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ADefaultPlayerState* MyPlayerState = GetPlayerState<ADefaultPlayerState>();
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if (!MyPlayerState) 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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//MyPlayerState->InitPlayerStats(ControlledPawn->DefaultStats, ControlledPawn->CooldownDuration);
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}
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void ADefaultPlayerController::OnPossess(APawn* aPawn)
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@@ -39,16 +44,15 @@ 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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}
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void ADefaultPlayerController::OnUnPossess()
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@@ -66,48 +70,46 @@ void ADefaultPlayerController::Server_SpawnPlayerCamera_Implementation()
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UE_LOG(LogTemp, Warning, TEXT("SpawnPlayerCamera"));
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if (APawn* MyPawn = GetPawn())
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APawn* MyPawn = GetPawn();
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if (!MyPawn) return;
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FTransform SpawnTransform = FTransform();
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SpawnTransform.SetLocation(MyPawn->GetActorLocation());
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OutContextPlayerCamera = GetWorld()->SpawnActor<AActor>(ADefaultPlayerCamera::StaticClass(), SpawnTransform, SpawnInfo);
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if (!OutContextPlayerCamera)
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{
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FTransform SpawnTransform = FTransform();
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SpawnTransform.SetLocation(MyPawn->GetActorLocation());
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OutContextPlayerCamera = GetWorld()->SpawnActor<AActor>(ADefaultPlayerCamera::StaticClass(), SpawnTransform, SpawnInfo);
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if (OutContextPlayerCamera)
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{
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GetPlayerState<ADefaultPlayerState>()->SetPlayerCamera(OutContextPlayerCamera);
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OutContextPlayerCamera->AttachToActor(GetPawn(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, EAttachmentRule::KeepWorld, false));
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UE_LOG(LogTemp, Warning, TEXT("SetPlayerCamera Success : %s, %d"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName(), GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera());
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}
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else
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{
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UE_LOG(LogTemp, Error, TEXT("Camera Spawn Failed."));
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}
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UE_LOG(LogTemp, Error, TEXT("Camera Spawn Failed."));
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return;
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}
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GetPlayerState<ADefaultPlayerState>()->SetPlayerCamera(OutContextPlayerCamera);
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OutContextPlayerCamera->AttachToActor(GetPawn(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, EAttachmentRule::KeepWorld, EAttachmentRule::KeepWorld, false));
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UE_LOG(LogTemp, Warning, TEXT("SetPlayerCamera Success : %s, %d"), *GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera()->GetName(), GetPlayerState<ADefaultPlayerState>()->GetPlayerCamera());
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}
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void ADefaultPlayerController::SetACharacterOutlineColor(ACharacter* Target, bool Visible)
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{
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if (!HasAuthority())
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if (HasAuthority()) return;
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ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>();
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if (!State)
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{
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if (ADefaultPlayerState* State = Target->GetPlayerState<ADefaultPlayerState>())
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{
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if (State->GetTeam() == GetPlayerState<ADefaultPlayerState>()->GetTeam())
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{
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Target->GetMesh()->SetRenderCustomDepth(Visible);
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Target->GetMesh()->CustomDepthStencilValue = 1;
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}
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else
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{
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Target->GetMesh()->SetRenderCustomDepth(Visible);
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Target->GetMesh()->CustomDepthStencilValue = 2;
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}
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}
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else
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{
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UE_LOG(LogTemp, Error, TEXT("GetPlayerState<ADefaultPlayerState> Failed"));
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}
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UE_LOG(LogTemp, Error, TEXT("GetPlayerState<ADefaultPlayerState> Failed"));
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return;
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}
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if (State->GetTeam() == GetPlayerState<ADefaultPlayerState>()->GetTeam())
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{
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Target->GetMesh()->SetRenderCustomDepth(Visible);
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Target->GetMesh()->CustomDepthStencilValue = 1;
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}
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else
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{
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Target->GetMesh()->SetRenderCustomDepth(Visible);
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Target->GetMesh()->CustomDepthStencilValue = 2;
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}
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}
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@@ -215,20 +217,20 @@ void ADefaultPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
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{
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EnhancedInputComponent->BindAction(Skill1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill1);
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EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2);
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EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4Triggered);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Completed, this, &ADefaultPlayerController::Skill4Completed);
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EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1);
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EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2);
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EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward);
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EnhancedInputComponent->BindAction(BombAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Bomb);
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EnhancedInputComponent->BindAction(ObjectSelectAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::ObjectSelect);
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EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Move);
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}
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UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent);
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if (!EnhancedInputComponent) return;
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EnhancedInputComponent->BindAction(Skill1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill1);
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EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2);
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EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4Triggered);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Completed, this, &ADefaultPlayerController::Skill4Completed);
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EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1);
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EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2);
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EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward);
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EnhancedInputComponent->BindAction(BombAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Bomb);
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EnhancedInputComponent->BindAction(ObjectSelectAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::ObjectSelect);
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EnhancedInputComponent->BindAction(MoveAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Move);
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}
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void ADefaultPlayerController::Skill1()
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@@ -236,6 +238,12 @@ void ADefaultPlayerController::Skill1()
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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;
|
||||
|
||||
SimpleMoveToLocation(this, Location);
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this->MoveToLocation(Location);
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||||
|
||||
Server_SetRotation(GetMouseHitLocation());
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||||
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UE_LOG(LogTemp, Warning, TEXT("Skill1"));
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@@ -245,6 +253,12 @@ void ADefaultPlayerController::Skill1()
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||||
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||||
void ADefaultPlayerController::Skill2()
|
||||
{
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill2"));
|
||||
@@ -254,6 +268,12 @@ void ADefaultPlayerController::Skill2()
|
||||
|
||||
void ADefaultPlayerController::Skill3()
|
||||
{
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill3"));
|
||||
@@ -263,6 +283,12 @@ void ADefaultPlayerController::Skill3()
|
||||
|
||||
void ADefaultPlayerController::Skill4Triggered()
|
||||
{
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
|
||||
@@ -272,6 +298,12 @@ void ADefaultPlayerController::Skill4Triggered()
|
||||
|
||||
void ADefaultPlayerController::Skill4Completed()
|
||||
{
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
Server_SetRotation(GetMouseHitLocation());
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("Skill4 Completed"));
|
||||
@@ -316,11 +348,11 @@ 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;
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("%s"), *HitObject->GetName());
|
||||
SetACharacterOutlineColor(HitObject, true);
|
||||
}
|
||||
|
||||
void ADefaultPlayerController::Move()
|
||||
@@ -337,9 +369,6 @@ void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector Mous
|
||||
FVector Location = GetPawn()->GetActorLocation();
|
||||
Location.Z = 0;
|
||||
|
||||
SimpleMoveToLocation(this, Location);
|
||||
this->MoveToLocation(Location);
|
||||
|
||||
GetPawn()->SetActorRotation((MouseHitLocation - Location).Rotation());
|
||||
}
|
||||
|
||||
@@ -367,22 +396,21 @@ 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;
|
||||
}
|
||||
@@ -467,18 +495,18 @@ 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()
|
||||
|
||||
@@ -26,46 +26,11 @@ 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);
|
||||
|
||||
Stats.Health = Initializer->Health;
|
||||
Stats.HPRegeneration = Initializer->HPRegeneration;
|
||||
Stats.HealAndShieldpower = Initializer->HealAndShieldpower;
|
||||
Stats.Armor = Initializer->Armor;
|
||||
Stats.MagicResistance = Initializer->MagicResistance;
|
||||
Stats.Tenacity = Initializer->Tenacity;
|
||||
Stats.SlowRisist = Initializer->SlowRisist;
|
||||
Stats.AttackSpeed = Initializer->AttackSpeed;
|
||||
Stats.AttackDamage = Initializer->AttackDamage;
|
||||
Stats.AbilityPower = Initializer->AbilityPower;
|
||||
Stats.CriticalStrikeChance = Initializer->CriticalStrikeChance;
|
||||
Stats.CriticalStrikeDamage = Initializer->CriticalStrikeDamage;
|
||||
Stats.ArmorPenetration = Initializer->ArmorPenetration;
|
||||
Stats.MagicPenetration = Initializer->MagicPenetration;
|
||||
Stats.LifeSteal = Initializer->LifeSteal;
|
||||
Stats.PhysicalVamp = Initializer->PhysicalVamp;
|
||||
Stats.Omnivamp = Initializer->Omnivamp;
|
||||
Stats.AbilityHaste = Initializer->AbilityHaste;
|
||||
|
||||
SetMultipleCooldownDuration(Initializer->CooldownDuration);
|
||||
|
||||
Stats.Mana = Initializer->Mana;
|
||||
Stats.ManaRegeneration = Initializer->ManaRegeneration;
|
||||
Stats.Energy = Initializer->Energy;
|
||||
Stats.EnergyRegeneration = Initializer->EnergyRegeneration;
|
||||
Stats.AttackRange = Initializer->AttackRange;
|
||||
Stats.MovementSpeed = Initializer->MovementSpeed;
|
||||
Stats.GoldGeneration = Initializer->GoldGeneration;
|
||||
Stats.AttackDamageGrowth = Initializer->AttackDamageGrowth;
|
||||
Stats.AttackSpeedGrowth = Initializer->AttackSpeedGrowth;
|
||||
Stats.ArmorGrowth = Initializer->ArmorGrowth;
|
||||
Stats.MagicResistanceGrowth = Initializer->MagicResistanceGrowth;
|
||||
Stats.HealthGrowth = Initializer->HealthGrowth;
|
||||
Stats.HealthRegenerationGrowth = Initializer->HealthRegenerationGrowth;
|
||||
Stats.ManaGrowth = Initializer->ManaGrowth;
|
||||
Stats.ManaRegenerationGrowth = Initializer->ManaRegenerationGrowth;
|
||||
MaxStats.Append(StatsValue);
|
||||
Stats.Append(StatsValue);
|
||||
CooldownDuration.Append(CooldownDurationValue);
|
||||
}
|
||||
|
||||
void ADefaultPlayerState::NetMulticast_SetAttackType_Implementation(CooldownType Value)
|
||||
@@ -92,8 +57,3 @@ 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)
|
||||
|
||||
@@ -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