평타 구현 완료
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Content/Character/Lb/BP_Lb.uasset
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Content/Character/Lb/Effect/T_H_A.uasset
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Content/Character/Lb/Effect/T_H_E.uasset
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Content/Character/Lb/Effect/T_H_Q_Burn.uasset
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Content/Character/Lb/Effect/T_H_Q_shoot.uasset
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Content/Character/Lb/Effect/T_H_R_Boom.uasset
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Content/Character/Lb/Effect/T_H_R_Shoot.uasset
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Content/Character/Lb/LB_BaseAttack.uasset
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Content/Character/Monster/Knight/BP_HolyKnight.uasset
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Content/Character/Monster/Knight/BP_HolyKnight.uasset
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Content/Character/Monster/Knight/BP_Knignt.uasset
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Content/Character/Monster/Knight/BP_Spear.uasset
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Content/Character/Monster/Knight/BP_Spear.uasset
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Content/Character/Riana/BP_Riana.uasset
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Content/Character/Riana/BP_Riana.uasset
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Content/Effect/LB/Sound/T_H_W.uasset
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Content/Effect/LB/Sound/T_H_W.uasset
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Content/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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@@ -34,7 +34,8 @@ void AHomingAttack::BeginPlay()
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return;
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return;
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}
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}
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ProjectileMovement->HomingTargetComponent = State->GetCurrentAttackTarget()->GetRootComponent();
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Target = State->GetCurrentAttackTarget();
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ProjectileMovement->HomingTargetComponent = Target->GetRootComponent();
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}
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}
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// Called every frame
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// Called every frame
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@@ -23,6 +23,9 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UProjectileMovementComponent* ProjectileMovement;
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UProjectileMovementComponent* ProjectileMovement;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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AActor* Target;
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public:
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public:
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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@@ -56,11 +56,11 @@ void ADefaultPlayerCharacter::Tick(float DeltaTime)
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void ADefaultPlayerCharacter::Attack_Implementation()
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void ADefaultPlayerCharacter::Attack_Implementation()
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{
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{
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Client_Attack();
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NetMulticast_Attack();
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BP_Attack();
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BP_Attack();
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}
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}
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void ADefaultPlayerCharacter::Client_Attack_Implementation()
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void ADefaultPlayerCharacter::NetMulticast_Attack_Implementation()
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{
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{
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BP_Attack();
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BP_Attack();
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}
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}
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@@ -26,8 +26,8 @@ public:
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//Override me
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//Override me
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void BP_Attack();
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void BP_Attack();
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UFUNCTION(Client, Reliable)
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UFUNCTION(NetMulticast, Reliable)
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void Client_Attack();
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void NetMulticast_Attack();
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UFUNCTION(BlueprintNativeEvent)
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UFUNCTION(BlueprintNativeEvent)
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float TakeDamage( float Damage,
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float TakeDamage( float Damage,
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