Merge branch 'SJW1024' into HappyTanuki2

# Conflicts:
#	Content/Blueprints/BP_DefaultPlayerCharacter.uasset
#	Content/Blueprints/UI/NameBar_UI/NameBar_UI.uasset
#	Content/Character/Allium/BP_Allium.uasset
#	Content/Character/Lb/BP_Lb.uasset
#	Content/Character/Lb/BaseArrow.uasset
#	Content/Character/Riana/BP_Riana.uasset
#	Content/Maps/DevMap.umap
#	Source/Promether/PlayerGeneric/DefaultPlayerCharacter.cpp
#	Source/Promether/PlayerGeneric/DefaultPlayerController.cpp
This commit is contained in:
2023-11-13 22:58:56 +09:00
424 changed files with 929 additions and 29985 deletions

View File

@@ -15,7 +15,8 @@ void UAN_AnimEnd::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* An
ADefaultPlayerState* MyState = MyCharacter->GetPlayerState<ADefaultPlayerState>();
if (!MyState) return;
MyState->SetState(ECharacterState::Idle);
MyState->SetState(ECharacterState::Idle);
UE_LOG(LogTemp, Warning, TEXT("State log : %d"), MyState->GetState());
MyState->Stats[(uint8)EStats::Attackable] = 0;
MyState->Stats[(uint8)EStats::Skillusable] = 0;
MyState->Stats[(uint8)EStats::Movable] = 0;

View File

@@ -133,7 +133,7 @@ FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const
//DebugPerpose
if (Type == CharacterType::Lukriel)
{
Type = CharacterType::Lb;
Type = CharacterType::Allium;
}
if (Team == TeamType::Null)
{

View File

@@ -98,11 +98,11 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
{
UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * ADDamageMultiplier;
}
else if (Cast<UAPDamage>(DamageEvent.DamageTypeClass->GetDefaultObject()))
else
{
UE_LOG(LogTemp, Warning, TEXT("DamageType : APDamage"));

View File

@@ -330,29 +330,22 @@ void ADefaultPlayerController::Skill3()
}
void ADefaultPlayerController::Skill4Triggered()
{
if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 1)
{//<2F><>Ÿ<EFBFBD><C5B8> üũ <20>ֱ<EFBFBD>
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true<75><65> <20>ƴ<EFBFBD> <20><>
{
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
return;
if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost]))
return;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] = 0;
}
else if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 2)
{
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
return;
if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost]))
return;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
}
EndAttack();
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0) {
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
return;
}
if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost])) {
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
return;
}
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] = 1;
ACharacter* HitObject = nullptr;
FVector Location = GetPawn()->GetActorLocation();
//Location.Z = 0;
@@ -366,6 +359,30 @@ void ADefaultPlayerController::Skill4Triggered()
UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Triggered);
}
if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0) {
EndAttack();
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
ACharacter* HitObject = nullptr;
FVector Location = GetPawn()->GetActorLocation();
//Location.Z = 0;
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
UE_LOG(LogTemp, Warning, TEXT("Skill4 Triggered"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Triggered);
}
}
void ADefaultPlayerController::Skill4Completed()

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@@ -103,9 +103,9 @@ enum class EStats : uint8
HPRegeneration,
HealAndShieldpower,
Armor,
ArmorBuff,
MaxHealth,
MagicResistance,
MagicResistanceBuff,
MaxMana,
Tenacity,
SlowRisist,
AttackSpeed,