Merge branch 'develop'

This commit is contained in:
2023-10-03 21:43:38 +09:00
22 changed files with 132 additions and 12 deletions

Binary file not shown.

BIN
Content/Character/Lb/BP_Lb.uasset (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Character/Monster/Golem/Material/Material__0.uasset (Stored with Git LFS) Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Maps/DevMap.umap (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

View File

@@ -233,6 +233,17 @@ void ADefaultPlayerController::SetupInputComponent()
void ADefaultPlayerController::Skill1()
{
//if (!(GetPlayerState<ADefaultPlayerState>()->Stats.Mana >= 100))
// return;
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
SimpleMoveToLocation(this, Location);
this->MoveToLocation(Location);
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
UE_LOG(LogTemp, Warning, TEXT("Skill1"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill1);
@@ -240,6 +251,14 @@ void ADefaultPlayerController::Skill1()
void ADefaultPlayerController::Skill2()
{
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
SimpleMoveToLocation(this, Location);
this->MoveToLocation(Location);
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
UE_LOG(LogTemp, Warning, TEXT("Skill2"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill2);
@@ -247,6 +266,14 @@ void ADefaultPlayerController::Skill2()
void ADefaultPlayerController::Skill3()
{
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
SimpleMoveToLocation(this, Location);
this->MoveToLocation(Location);
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
UE_LOG(LogTemp, Warning, TEXT("Skill3"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill3);
@@ -254,9 +281,17 @@ void ADefaultPlayerController::Skill3()
void ADefaultPlayerController::Skill4()
{
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
SimpleMoveToLocation(this, Location);
this->MoveToLocation(Location);
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
UE_LOG(LogTemp, Warning, TEXT("Skill4"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Started);
}
void ADefaultPlayerController::RuneSpell1()
@@ -314,6 +349,15 @@ void ADefaultPlayerController::MoveStarted()
}
void ADefaultPlayerController::Move()
{
FVector Destination = GetMouseHitLocation();
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
this->MoveToLocation(Destination);
}
FVector ADefaultPlayerController::GetMouseHitLocation()
{
FHitResult HitResult;
GetHitResultUnderCursor(ECollisionChannel::ECC_Visibility, true, HitResult);
@@ -325,6 +369,7 @@ void ADefaultPlayerController::Move()
ActorLocation.Z = 0;
float CapsuleRadius = GetPawn<ACharacter>()->GetCapsuleComponent()->GetScaledCapsuleRadius();
FVector Destination = (HitResult.Location - ActorLocation).GetSafeNormal() * CapsuleRadius + HitResult.Location;
DrawDebugLine(GetWorld(), ActorLocation, HitResult.Location, FColor::Blue, false, 1, 0, 1);
@@ -348,9 +393,7 @@ void ADefaultPlayerController::Move()
}
}
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
this->MoveToLocation(Destination);
return Destination;
}
void ADefaultPlayerController::SimpleMoveToLocation(AController* Controller, const FVector& GoalLocation)

View File

@@ -47,6 +47,8 @@ public:
UFUNCTION(Server, Reliable)
void MoveToLocation(FVector Location);
FVector GetMouseHitLocation();
UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
void SimpleMoveToLocation(AController* Controller, const FVector& Goal);

View File

@@ -0,0 +1,6 @@
// 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.

View File

@@ -0,0 +1,28 @@
// 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;
};

View File

@@ -36,7 +36,9 @@ enum class CooldownType : uint8
Skill1,
Skill2,
Skill3,
Skill4,
Skill4Started,
Skill4Triggered,
Skill4Comlpleted,
RuneSpell1,
RuneSpell2,
Ward,