머지 및 버그픽스 대충 완료
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							| @@ -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; |  | ||||||
| }; |  | ||||||
| @@ -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); |  | ||||||
| } |  | ||||||
| @@ -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; |  | ||||||
| }; |  | ||||||
| @@ -384,16 +384,14 @@ void ADefaultPlayerController::Move() | |||||||
| 	ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn)); | 	ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn)); | ||||||
|  |  | ||||||
| 	GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);  | 	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(HitCharacter); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Attack <20><><EFBFBD><EFBFBD> | ||||||
| 		Attack(HitObject); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Attack <20><><EFBFBD><EFBFBD> |  | ||||||
| 	} | 	} | ||||||
| 	else  | 	else  | ||||||
| 	{ | 	{ | ||||||
| 		HitObject = nullptr; |  | ||||||
| 		FVector Destination = GetMouseHitLocation(); | 		FVector Destination = GetMouseHitLocation(); | ||||||
| 		GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving); | 		GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving); | ||||||
| 		SimpleMoveToLocation(this, Destination); | 		SimpleMoveToLocation(this, Destination); | ||||||
| @@ -402,11 +400,6 @@ void ADefaultPlayerController::Move() | |||||||
| 	 | 	 | ||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
| 	 |  | ||||||
|  |  | ||||||
|  |  | ||||||
| void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation) | void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation) | ||||||
| { | { | ||||||
| 	FVector Location = GetPawn()->GetActorLocation(); | 	FVector Location = GetPawn()->GetActorLocation(); | ||||||
| @@ -571,13 +564,16 @@ void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPa | |||||||
|  |  | ||||||
| void ADefaultPlayerController::Attack(ACharacter* HitObject) | void ADefaultPlayerController::Attack(ACharacter* HitObject) | ||||||
| { | { | ||||||
|  | 	if (!HitObject) return; | ||||||
|  |  | ||||||
| 	float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange]; | 	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> | 	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 (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance) | ||||||
| 	{ | 	{ | ||||||
| 			if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] == 0)) | 		if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0)) | ||||||
| 			{ | 			return; | ||||||
|  |  | ||||||
| 		FVector Location = GetPawn()->GetActorLocation(); | 		FVector Location = GetPawn()->GetActorLocation(); | ||||||
| 		Location.Z = 0; | 		Location.Z = 0; | ||||||
|  |  | ||||||
| @@ -592,34 +588,13 @@ void ADefaultPlayerController::Attack(ACharacter* HitObject) | |||||||
| 		GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack); | 		GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack); | ||||||
| 	} | 	} | ||||||
| 	else | 	else | ||||||
| 			{ |  | ||||||
| 				FVector Location = GetPawn()->GetActorLocation(); |  | ||||||
| 				Location.Z = 0; |  | ||||||
|  |  | ||||||
| 				Server_StopMove(); |  | ||||||
| 				Multicast_StopMove(); |  | ||||||
|  |  | ||||||
| 				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); | 		GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving); | ||||||
| 		SimpleMoveToLocation(this, Destination); | 		SimpleMoveToLocation(this, Destination); | ||||||
| 			 | 			 | ||||||
| 		Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> | 		Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> | ||||||
| 		this->MoveToLocation(Destination); | 		this->MoveToLocation(Destination); | ||||||
| 				 |  | ||||||
| 			 |  | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 		 |  | ||||||
| } | } | ||||||
|  |  | ||||||
| void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location) | void ADefaultPlayerController::MoveToLocation_Implementation(FVector Location) | ||||||
|   | |||||||
| @@ -2,7 +2,6 @@ | |||||||
| #include "CoreMinimal.h" | #include "CoreMinimal.h" | ||||||
|  |  | ||||||
| #include "DamageType/BaseAttack.h" | #include "DamageType/BaseAttack.h" | ||||||
| #include "DefaultStats.h" |  | ||||||
|  |  | ||||||
| UENUM(BlueprintType) | UENUM(BlueprintType) | ||||||
| enum class CharacterType : uint8 | enum class CharacterType : uint8 | ||||||
|   | |||||||
		Reference in New Issue
	
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