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
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@@ -15,7 +15,8 @@ void UAN_AnimEnd::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* An
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ADefaultPlayerState* MyState = MyCharacter->GetPlayerState<ADefaultPlayerState>();
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if (!MyState) return;
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MyState->SetState(ECharacterState::Idle);
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MyState->SetState(ECharacterState::Idle);
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UE_LOG(LogTemp, Warning, TEXT("State log : %d"), MyState->GetState());
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MyState->Stats[(uint8)EStats::Attackable] = 0;
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MyState->Stats[(uint8)EStats::Skillusable] = 0;
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MyState->Stats[(uint8)EStats::Movable] = 0;
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@@ -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::Lb;
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Type = CharacterType::Allium;
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}
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if (Team == TeamType::Null)
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{
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@@ -98,11 +98,11 @@ float ADefaultPlayerCharacter::TakeDamage_Implementation(float DamageAmount, str
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if (Cast<UBaseAttack>(DamageEvent.DamageTypeClass->GetDefaultObject()))
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{
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UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
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UE_LOG(LogTemp, Warning, TEXT("DamageType : BaseAttack"));
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UpdatedHealth = State->Stats[(uint8)EStats::Health] - DamageAmount * ADDamageMultiplier;
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}
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else if (Cast<UAPDamage>(DamageEvent.DamageTypeClass->GetDefaultObject()))
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("DamageType : APDamage"));
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@@ -330,29 +330,22 @@ void ADefaultPlayerController::Skill3()
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}
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void ADefaultPlayerController::Skill4Triggered()
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{
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 1)
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{//<2F><>Ÿ<EFBFBD><C5B8> üũ <20>ֱ<EFBFBD>
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0)//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true<75><65> <20>ƴ<EFBFBD> <20><>
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
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return;
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost]))
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return;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] = 0;
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}
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else if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 2)
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{
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if (!GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] == 0)
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return;
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost]))
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return;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
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}
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EndAttack();
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
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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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return;
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}
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost])) {
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
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return;
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}
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] -= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill4Cost];
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] = 1;
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ACharacter* HitObject = nullptr;
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FVector Location = GetPawn()->GetActorLocation();
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//Location.Z = 0;
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@@ -366,6 +359,30 @@ void ADefaultPlayerController::Skill4Triggered()
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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>()->SetAttackType(CooldownType::Skill4Triggered);
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}
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if (GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::charging] == 0) {
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EndAttack();
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Attackable] = 1;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skillusable] = 1;
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GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Movable] = 1;
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ACharacter* HitObject = nullptr;
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FVector Location = GetPawn()->GetActorLocation();
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//Location.Z = 0;
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Server_StopMove();
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Multicast_StopMove();
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Multicast_SetRotation(GetMouseHitLocation());
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Server_SetRotation(GetMouseHitLocation());
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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>()->SetAttackType(CooldownType::Skill4Triggered);
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}
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}
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void ADefaultPlayerController::Skill4Completed()
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@@ -103,9 +103,9 @@ enum class EStats : uint8
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HPRegeneration,
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HealAndShieldpower,
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Armor,
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ArmorBuff,
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MaxHealth,
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MagicResistance,
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MagicResistanceBuff,
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MaxMana,
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Tenacity,
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SlowRisist,
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AttackSpeed,
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