리아나 전체 모션 및 파운드 궁극기 모션 삽입

This commit is contained in:
SJW1024
2023-10-07 22:26:53 +09:00
parent ad46469f9f
commit 64d92be895
25 changed files with 116 additions and 33 deletions

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Content/Character/Riana/Animation/ABP_Riana.uasset (Stored with Git LFS) Normal file

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Content/Character/Riana/BP_Riana.uasset (Stored with Git LFS)

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Content/InputActions/Skill4.uasset (Stored with Git LFS)

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Content/InputActions/Skill4_End.uasset (Stored with Git LFS) Normal file

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

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@@ -0,0 +1,14 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AN_Skill4_End.h"
#include "../PlayerGeneric/DefaultPlayerCharacter.h"
void UAN_Skill4_End::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
if (!MyCharacter) return;
MyCharacter->Skill4_End();
}

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@@ -0,0 +1,19 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AN_Skill4_End.generated.h"
/**
*
*/
UCLASS()
class PROMETHER_API UAN_Skill4_End : public UAnimNotify
{
GENERATED_BODY()
public:
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
};

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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::Allium; Type = CharacterType::Lb;
} }
if (Team == TeamType::Null) if (Team == TeamType::Null)
{ {

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@@ -186,6 +186,16 @@ void ADefaultPlayerCharacter::NetMulticast_Skill4_Implementation()
BP_Skill4(); BP_Skill4();
} }
void ADefaultPlayerCharacter::Skill4_End_Implementation()
{
NetMulticast_Skill4_End();
}
void ADefaultPlayerCharacter::NetMulticast_Skill4_End_Implementation()
{
BP_Skill4_End();
}
void ADefaultPlayerCharacter::Skill5_Implementation() void ADefaultPlayerCharacter::Skill5_Implementation()
{ {
NetMulticast_Skill5(); NetMulticast_Skill5();

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@@ -65,6 +65,14 @@ public:
UFUNCTION(NetMulticast, Reliable) UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill4(); void NetMulticast_Skill4();
UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill4_End();
//Override me
UFUNCTION(BlueprintImplementableEvent)
void BP_Skill4_End();
UFUNCTION(NetMulticast, Reliable)
void NetMulticast_Skill4_End();
UFUNCTION(BlueprintCallable, Server, Reliable) UFUNCTION(BlueprintCallable, Server, Reliable)
void Skill5(); void Skill5();
//Override me //Override me

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@@ -133,6 +133,7 @@ ADefaultPlayerController::ADefaultPlayerController()
IA_SKILL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill2.Skill2'")), IA_SKILL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill2.Skill2'")),
IA_SKILL3(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill3.Skill3'")), IA_SKILL3(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill3.Skill3'")),
IA_SKILL4(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4.Skill4'")), IA_SKILL4(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4.Skill4'")),
IA_SKILL4_End(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4_End.Skill4_End'")),
IA_RUNESPELL1(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell1.RuneSpell1'")), IA_RUNESPELL1(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell1.RuneSpell1'")),
IA_RUNESPELL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell2.RuneSpell2'")), IA_RUNESPELL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell2.RuneSpell2'")),
IA_WARD(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Ward.Ward'")), IA_WARD(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Ward.Ward'")),
@@ -160,6 +161,11 @@ ADefaultPlayerController::ADefaultPlayerController()
UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed.")); UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed."));
return; return;
} }
if (!IA_SKILL4_End.Succeeded())
{
UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed."));
return;
}
if (!IA_RUNESPELL1.Succeeded()) if (!IA_RUNESPELL1.Succeeded())
{ {
UE_LOG(LogTemp, Error, TEXT("IA_RUNESPELL1 load failed.")); UE_LOG(LogTemp, Error, TEXT("IA_RUNESPELL1 load failed."));
@@ -196,6 +202,7 @@ ADefaultPlayerController::ADefaultPlayerController()
Skill2Action = IA_SKILL2.Object; Skill2Action = IA_SKILL2.Object;
Skill3Action = IA_SKILL3.Object; Skill3Action = IA_SKILL3.Object;
Skill4Action = IA_SKILL4.Object; Skill4Action = IA_SKILL4.Object;
Skill4_EndAction = IA_SKILL4_End.Object;
RuneSpell1Action = IA_RUNESPELL1.Object; RuneSpell1Action = IA_RUNESPELL1.Object;
RuneSpell2Action = IA_RUNESPELL2.Object; RuneSpell2Action = IA_RUNESPELL2.Object;
WardAction = IA_WARD.Object; WardAction = IA_WARD.Object;
@@ -221,6 +228,7 @@ void ADefaultPlayerController::SetupInputComponent()
EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2); EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2);
EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3); EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3);
EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4); EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4);
EnhancedInputComponent->BindAction(Skill4_EndAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4_End);
EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1); EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1);
EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2); EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2);
EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward); EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward);
@@ -294,6 +302,21 @@ void ADefaultPlayerController::Skill4()
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Started); GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Started);
} }
void ADefaultPlayerController::Skill4_End()
{
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
SimpleMoveToLocation(this, Location);
this->MoveToLocation(Location);
GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
UE_LOG(LogTemp, Warning, TEXT("Skill4_End"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
}
void ADefaultPlayerController::RuneSpell1() void ADefaultPlayerController::RuneSpell1()
{ {
UE_LOG(LogTemp, Warning, TEXT("RuneSpell1")); UE_LOG(LogTemp, Warning, TEXT("RuneSpell1"));

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@@ -35,6 +35,7 @@ public:
void Skill2(); void Skill2();
void Skill3(); void Skill3();
void Skill4(); void Skill4();
void Skill4_End();
void RuneSpell1(); void RuneSpell1();
void RuneSpell2(); void RuneSpell2();
void Ward(); void Ward();
@@ -71,6 +72,8 @@ private:
TSoftObjectPtr<UInputAction> Skill3Action; TSoftObjectPtr<UInputAction> Skill3Action;
UPROPERTY(EditAnywhere, Category = "Input") UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> Skill4Action; TSoftObjectPtr<UInputAction> Skill4Action;
UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> Skill4_EndAction;
UPROPERTY(EditAnywhere, Category = "Input") UPROPERTY(EditAnywhere, Category = "Input")
TSoftObjectPtr<UInputAction> RuneSpell1Action; TSoftObjectPtr<UInputAction> RuneSpell1Action;
UPROPERTY(EditAnywhere, Category = "Input") UPROPERTY(EditAnywhere, Category = "Input")