머지 및 버그픽스 대충 완료

This commit is contained in:
2023-10-22 00:43:43 +09:00
parent ef12cf0dbd
commit c3e1bb932d
39 changed files with 81 additions and 250 deletions

BIN
Content/Blueprints/BP_DefaultPlayerCharacter.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/DefaultClass.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/ContinueActing.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/ContinueAttack.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/ContinueMoving.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/ContinueSkilluse.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/Rotating.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/StopActing.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/StopAttack.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/StopMoving.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/StopSkilluse.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/Notify/WallEnd.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/UI/NameBar_UI/Hp_UI.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Blueprints/UI/NameBar_UI/NameBar_UI.uasset (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Content/Character/Allium/BP_Allium.uasset (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Character/Lb/BP_Lb.uasset (Stored with Git LFS)

Binary file not shown.

BIN
Content/Character/Lb/EskillBuff.uasset (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Character/Notify/Rotating.uasset (Stored with Git LFS)

Binary file not shown.

BIN
Content/Character/Notify/StopActing.uasset (Stored with Git LFS)

Binary file not shown.

BIN
Content/Character/Notify/StopAttack.uasset (Stored with Git LFS)

Binary file not shown.

BIN
Content/Character/Notify/StopMoving.uasset (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

BIN
Content/Character/Notify/WallEnd.uasset (Stored with Git LFS)

Binary file not shown.

BIN
Content/Character/Riana/BP_Riana.uasset (Stored with Git LFS)

Binary file not shown.

BIN
Content/Maps/DevMap.umap (Stored with Git LFS)

Binary file not shown.

BIN
Content/UI/NameBar_UI/Hp_UI.uasset (Stored with Git LFS)

Binary file not shown.

BIN
Content/UI/NameBar_UI/NameBar_UI.uasset (Stored with Git LFS)

Binary file not shown.

View File

@@ -1,79 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "DefaultStats.generated.h"
USTRUCT(Atomic, BlueprintType)
struct FDefaultStats
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 XP;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Health;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float HPRegeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float HealAndShieldpower;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Armor;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MagicResistance;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Tenacity;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float SlowRisist;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float AttackSpeed;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float AttackDamage;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float AbilityPower;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float CriticalStrikeChance;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float CriticalStrikeDamage;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float ArmorPenetration;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MagicPenetration;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float LifeSteal;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float PhysicalVamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Omnivamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float AbilityHaste;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Mana;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float ManaRegeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Energy;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float EnergyRegeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float AttackRange;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MovementSpeed;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float GoldGeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float AttackDamageGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float AttackSpeedGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float ArmorGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MagicResistanceGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float HealthGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float HealthRegenerationGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float ManaGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float ManaRegenerationGrowth;
};

View File

@@ -1,34 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyActor.h"
#include "Net/UnrealNetwork.h"
// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyActor, example);
}

View File

@@ -1,30 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PrometherEnum.h"
#include "MyActor.generated.h"
UCLASS()
class PROMETHER_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override;
UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite)
FDefaultStats example;
};

View File

@@ -384,16 +384,14 @@ void ADefaultPlayerController::Move()
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
ACharacter* HitObject = Cast<ACharacter>(HitResult.GetActor()); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitCharactor<6F><72> <20><><EFBFBD><EFBFBD><<<3C><><EFBFBD><EFBFBD> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
ACharacter* HitCharacter = Cast<ACharacter>(HitResult.GetActor()); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitCharactor<6F><72> <20><><EFBFBD><EFBFBD><<<3C><><EFBFBD><EFBFBD> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
if (HitObject != nullptr) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitObject<63><74> null<6C><6C> <20>ƴ<EFBFBD> <20><><EFBFBD><EFBFBD> Attack()<29><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>, HitObject<63><74> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
if (HitCharacter != nullptr) //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HitObject<63><74> null<6C><6C> <20>ƴ<EFBFBD> <20><><EFBFBD><EFBFBD> Attack()<29><> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>, HitObject<63><74> <20><> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>
{
Attack(HitObject); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Attack <20><><EFBFBD><EFBFBD>
Attack(HitCharacter); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Attack <20><><EFBFBD><EFBFBD>
}
else
{
HitObject = nullptr;
FVector Destination = GetMouseHitLocation();
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
@@ -402,11 +400,6 @@ void ADefaultPlayerController::Move()
}
void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation)
{
FVector Location = GetPawn()->GetActorLocation();
@@ -571,55 +564,37 @@ void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPa
void ADefaultPlayerController::Attack(ACharacter* HitObject)
{
if (!HitObject) return;
float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange];
FVector Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance)
{
if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] == 0))
{
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
FVector Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
Server_StopMove();
Multicast_StopMove();
if (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance)
{
if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0))
return;
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
UE_LOG(LogTemp, Warning, TEXT("Attack"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack);
}
else
{
FVector Location = GetPawn()->GetActorLocation();
Location.Z = 0;
Server_StopMove();
Multicast_StopMove();
Server_StopMove();
Multicast_StopMove();
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
Multicast_SetRotation(GetMouseHitLocation());
Server_SetRotation(GetMouseHitLocation());
UE_LOG(LogTemp, Warning, TEXT("Attack"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack);
}
}
else
{
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
UE_LOG(LogTemp, Warning, TEXT("Attack"));
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack);
}
else
{
GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
SimpleMoveToLocation(this, Destination);
Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
this->MoveToLocation(Destination);
}
Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
this->MoveToLocation(Destination);
}
}
void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location)

View File

@@ -2,7 +2,6 @@
#include "CoreMinimal.h"
#include "DamageType/BaseAttack.h"
#include "DefaultStats.h"
UENUM(BlueprintType)
enum class CharacterType : uint8