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@@ -1,8 +1,9 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/Maps/DevMap.DevMap
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EditorStartupMap=/Game/Maps/DevMap.DevMap
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GameDefaultMap=/Game/Maps/MiniMap.MiniMap
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EditorStartupMap=/Game/Maps/MiniMap.MiniMap
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GameInstanceClass=/Script/Promether.DefaultGameInstance
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ServerDefaultMap=/Game/Maps/DevMap.DevMap
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ServerDefaultMap=/Game/Maps/MiniMap.MiniMap
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TransitionMap=/Game/Maps/MiniMap.MiniMap
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[/Script/WindowsTargetPlatform.WindowsTargetSettings]
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DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
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BIN
Content/Blueprints/BP_DefaultPlayerCharacter.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/BP_DefaultPlayerCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Character/Lb/EskillBuff.uasset
(Stored with Git LFS)
BIN
Content/Character/Lb/EskillBuff.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Maps/MiniMap.umap
(Stored with Git LFS)
BIN
Content/Maps/MiniMap.umap
(Stored with Git LFS)
Binary file not shown.
@@ -133,7 +133,7 @@ FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const
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//DebugPerpose
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if (Type == CharacterType::Lukriel)
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{
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Type = CharacterType::Riana;
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Type = CharacterType::Lb;
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}
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if (Team == TeamType::Null)
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{
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@@ -486,11 +486,12 @@ void ADefaultPlayerController::Move()
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{
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EndAttack();
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ObjectSelect();
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if (GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget() != GetPawn<AActor>() &&
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Cast<ADefaultPlayerCharacter>(GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget()))
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] == 0) return;
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BeginAttack();
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}
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else
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@@ -705,6 +706,8 @@ void ADefaultPlayerController::Attack()
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{
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if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0))
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return;
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UE_LOG(LogTemp, Warning, TEXT("asdf:%s"), *GetPlayerState<ADefaultPlayerState>()->GetCurrentAttackTarget()->GetName());
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FVector Location = GetPawn()->GetActorLocation();
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Location.X = 0;
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@@ -39,9 +39,11 @@ void ADefaultPlayerState::InitPlayerStats_Implementation(const TArray<float>& St
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for (float Value : CooldownDurationValue)
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{
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CooldownDuration.Add(0.0f);
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CooldownDuration.Add(-100000.0f);
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}
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CooldownDuration[(uint8)CooldownType::Attack] = 0;
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for (float Value : StatsValue)
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{
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UE_LOG(LogTemp, Warning, TEXT("Values: %f"), Value);
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