캐릭터 스킬 최종
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Content/Blueprints/BP_DefaultPlayerCharacter.uasset
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Content/Blueprints/Bp_DeathMatch.uasset
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Content/Character/Allium/BP_Allium.uasset
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Content/Character/Allium/sound/AL_Q.uasset
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Content/Character/Riana/Animation/Skill1_Anim.uasset
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Content/Character/Riana/Animation/Skill2_Anim.uasset
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Content/Character/Riana/BP_Riana.uasset
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Content/Character/Riana/ESkillAttack_2.uasset
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Content/Character/Riana/EskillAttacker.uasset
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Content/Character/Riana/Liana_E.uasset
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Content/Character/Riana/Liana_E.uasset
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Content/Character/Riana/Liana_Q.uasset
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Content/Character/Riana/Liana_Q.uasset
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Content/Character/Riana/sound/MP_Catapult.uasset
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Content/Character/Riana/sound/Riana_Q_Boom.uasset
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Content/Character/Riana/sound/Riana_Q_Floor.uasset
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Content/Character/Riana/sound/Riana_Q_Floor_N.uasset
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Content/Character/Riana/sound/Riana_Q_Floor_N.uasset
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Content/Character/Riana/sound/Riana_W_Spawn.uasset
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Content/Character/Riana/wind_attack.uasset
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Content/Character/Riana/wind_attack.uasset
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Content/Character/Riana/wind_loop.uasset
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Content/Character/Riana/wind_loop.uasset
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Content/Effect/EE/Effect/Alium/Hit/Alium_E_Hit/Alium_E_Hit_Nia.uasset
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Content/Effect/EE/Effect/Alium/Hit/Alium_E_Hit/Hcyl_2.uasset
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Content/Effect/ETC/Burning/Burning.uasset
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Content/Effect/Liana/Liana_Hit/Liana_Q_Hit.uasset
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Content/Effect/Liana/Liana_Hit/Liana_Q_Hit.uasset
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Content/Effect/Liana/Liana_Hit/Liana_Q_Hit/Liana_Q_Hit_Nia.uasset
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Content/Effect/Liana/Liana_Hit/Liana_Q_Hit_Floor.uasset
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Content/Effect/Liana/Liana_Hit/Liana_Q_Hit_Floor_Dot.uasset
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Content/Effect/Liana/Liana_Hit/Liana_Q_Hit_Floor_Dot.uasset
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Content/Effect/Liana/Liana_Skill/Liana_Nomal.uasset
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Content/Effect/Liana/Liana_Skill/Liana_R.uasset
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Content/Effect/Liana/Liana_Skill/Liana_R/Liana_R_Boom_Nia.uasset
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Content/Effect/Liana/Liana_Skill/Liana_R_Boom.uasset
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Content/Effect/Liana/Liana_Skill/Liana_W/Liana_W1_Anim.uasset
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Content/Effect/Liana/Liana_Skill/Liana_W/Liana_W_Water_Bust_Nia.uasset
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Content/Maps/DevMap.umap
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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::Allium;
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Type = CharacterType::Riana;
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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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@@ -354,6 +354,7 @@ void ADefaultPlayerController::Skill4Triggered()
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if (GetWorld()->GetUnpausedTimeSeconds() - GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Skill4Triggered]
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if (GetWorld()->GetUnpausedTimeSeconds() - GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Skill4Triggered]
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<= GetPlayerState<ADefaultPlayerState>()->MaxCooldownDuration[(uint8)CooldownType::Skill4Triggered])
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<= GetPlayerState<ADefaultPlayerState>()->MaxCooldownDuration[(uint8)CooldownType::Skill4Triggered])
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return;
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return;
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0) {
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0) {
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
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return;
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return;
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@@ -376,6 +377,7 @@ void ADefaultPlayerController::Skill4Triggered()
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Multicast_SetRotation(GetMouseHitLocation());
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Multicast_SetRotation(GetMouseHitLocation());
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Server_SetRotation(GetMouseHitLocation());
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Server_SetRotation(GetMouseHitLocation());
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UE_LOG(LogTemp, Warning, TEXT("%f, %f"), GetWorld()->GetUnpausedTimeSeconds() - GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Skill4Triggered], GetPlayerState<ADefaultPlayerState>()->MaxCooldownDuration[(uint8)CooldownType::Skill4Triggered]);
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UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
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UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
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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::Skill4Triggered);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Triggered);
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@@ -407,9 +409,12 @@ void ADefaultPlayerController::Skill4Triggered()
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void ADefaultPlayerController::Skill4Completed()
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void ADefaultPlayerController::Skill4Completed()
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("Skill4 Completed"));
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0) {
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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UE_LOG(LogTemp, Warning, TEXT("Skill4 Completed"));
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
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}
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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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@@ -35,11 +35,11 @@ void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& St
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{
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{
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MaxStats.Append(StatsValue);
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MaxStats.Append(StatsValue);
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Stats.Append(StatsValue);
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Stats.Append(StatsValue);
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CooldownDuration.Append(CooldownDurationValue);
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MaxCooldownDuration.Append(CooldownDurationValue);
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for (float Value : CooldownDurationValue)
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for (float Value : CooldownDurationValue)
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{
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{
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MaxCooldownDuration.Add(0.0f);
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CooldownDuration.Add(0.0f);
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}
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}
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for (float Value : StatsValue)
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for (float Value : StatsValue)
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