머지 및 버그픽스 대충 완료
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Content/Blueprints/BP_DefaultPlayerCharacter.uasset
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Content/Blueprints/BP_DefaultPlayerCharacter.uasset
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Content/Blueprints/DefaultClass.uasset
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Content/Blueprints/DefaultClass.uasset
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Content/Blueprints/Notify/ContinueActing.uasset
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Content/Blueprints/Notify/ContinueActing.uasset
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Content/Blueprints/Notify/ContinueAttack.uasset
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Content/Blueprints/Notify/ContinueAttack.uasset
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Content/Blueprints/Notify/ContinueMoving.uasset
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Content/Blueprints/Notify/ContinueMoving.uasset
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Content/Blueprints/Notify/ContinueSkilluse.uasset
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Content/Blueprints/Notify/ContinueSkilluse.uasset
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Content/Blueprints/Notify/Rotating.uasset
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Content/Blueprints/Notify/Rotating.uasset
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Content/Blueprints/Notify/StopActing.uasset
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Content/Blueprints/Notify/StopActing.uasset
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Content/Blueprints/Notify/StopAttack.uasset
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Content/Blueprints/Notify/StopAttack.uasset
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Content/Blueprints/Notify/StopMoving.uasset
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Content/Blueprints/Notify/StopMoving.uasset
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Content/Blueprints/Notify/StopSkilluse.uasset
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Content/Blueprints/Notify/StopSkilluse.uasset
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Content/Blueprints/Notify/WallEnd.uasset
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Content/Blueprints/Notify/WallEnd.uasset
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Content/Blueprints/UI/NameBar_UI/Hp_UI.uasset
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Content/Blueprints/UI/NameBar_UI/Hp_UI.uasset
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Content/Blueprints/UI/NameBar_UI/NameBar_UI.uasset
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Content/Blueprints/UI/NameBar_UI/NameBar_UI.uasset
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Content/Character/Allium/BP_Allium.uasset
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Content/Character/Allium/BP_Allium.uasset
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Content/Character/BP_Folder/BP_DefaultPlayerCharacter.uasset
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Content/Character/BP_Folder/BP_DefaultPlayerCharacter.uasset
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Content/Character/BP_Folder/DefaultClass.uasset
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Content/Character/BP_Folder/DefaultClass.uasset
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Content/Character/Lb/Animation/Q_Anim.uasset
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Content/Character/Lb/Animation/Q_Anim.uasset
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Content/Character/Lb/BP_Lb.uasset
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Content/Character/Lb/BP_Lb.uasset
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Content/Character/Lb/EskillBuff.uasset
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Content/Character/Lb/EskillBuff.uasset
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Content/Character/Notify/ContinueActing.uasset
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Content/Character/Notify/ContinueActing.uasset
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Content/Character/Notify/ContinueAttack.uasset
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Content/Character/Notify/ContinueAttack.uasset
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Content/Character/Notify/ContinueMoving.uasset
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Content/Character/Notify/ContinueMoving.uasset
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Content/Character/Notify/ContinueSkilluse.uasset
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Content/Character/Notify/ContinueSkilluse.uasset
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Content/Character/Notify/Rotating.uasset
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Content/Character/Notify/Rotating.uasset
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Content/Character/Notify/StopActing.uasset
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Content/Character/Notify/StopActing.uasset
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Content/Character/Notify/StopAttack.uasset
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Content/Character/Notify/StopAttack.uasset
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Content/Character/Notify/StopMoving.uasset
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Content/Character/Notify/StopMoving.uasset
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Content/Character/Notify/StopSkilluse.uasset
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Content/Character/Notify/StopSkilluse.uasset
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Content/Character/Notify/WallEnd.uasset
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Content/Character/Notify/WallEnd.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/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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Content/UI/NameBar_UI/Hp_UI.uasset
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Content/UI/NameBar_UI/Hp_UI.uasset
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Content/UI/NameBar_UI/NameBar_UI.uasset
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Content/UI/NameBar_UI/NameBar_UI.uasset
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@@ -1,79 +0,0 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "DefaultStats.generated.h"
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USTRUCT(Atomic, BlueprintType)
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struct FDefaultStats
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 XP;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Health;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float HPRegeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float HealAndShieldpower;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Armor;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float MagicResistance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Tenacity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float SlowRisist;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AttackSpeed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AttackDamage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AbilityPower;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float CriticalStrikeChance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float CriticalStrikeDamage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float ArmorPenetration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float MagicPenetration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float LifeSteal;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float PhysicalVamp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Omnivamp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AbilityHaste;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Mana;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float ManaRegeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Energy;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float EnergyRegeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AttackRange;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float MovementSpeed;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float GoldGeneration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AttackDamageGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float AttackSpeedGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float ArmorGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float MagicResistanceGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float HealthGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float HealthRegenerationGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float ManaGrowth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float ManaRegenerationGrowth;
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};
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@@ -1,34 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyActor.h"
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#include "Net/UnrealNetwork.h"
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// Sets default values
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AMyActor::AMyActor()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AMyActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AMyActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AMyActor, example);
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}
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@@ -1,30 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "PrometherEnum.h"
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#include "MyActor.generated.h"
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UCLASS()
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class PROMETHER_API AMyActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AMyActor();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const override;
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UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite)
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FDefaultStats example;
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};
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@@ -384,16 +384,14 @@ void ADefaultPlayerController::Move()
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ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
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ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn));
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GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
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GetHitResultUnderCursorForObjects(ObjectTypes, true, HitResult);
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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>
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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>
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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>
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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>
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{
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{
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Attack(HitCharacter); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Attack <20><><EFBFBD><EFBFBD>
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Attack(HitObject); //HitObject<63><74> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Attack <20><><EFBFBD><EFBFBD>
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}
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}
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else
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else
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{
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{
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HitObject = nullptr;
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FVector Destination = GetMouseHitLocation();
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FVector Destination = GetMouseHitLocation();
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
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SimpleMoveToLocation(this, Destination);
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SimpleMoveToLocation(this, Destination);
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@@ -402,11 +400,6 @@ void ADefaultPlayerController::Move()
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}
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}
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void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation)
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void ADefaultPlayerController::Multicast_SetRotation_Implementation(FVector MouseHitLocation)
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{
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{
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FVector Location = GetPawn()->GetActorLocation();
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FVector Location = GetPawn()->GetActorLocation();
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@@ -571,55 +564,37 @@ void ADefaultPlayerController::OnMoveCompleted(FAIRequestID RequestID, const FPa
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void ADefaultPlayerController::Attack(ACharacter* HitObject)
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void ADefaultPlayerController::Attack(ACharacter* HitObject)
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{
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{
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if (!HitObject) return;
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float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange];
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float MinDistance = GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats:: AttackRange];
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FVector Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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FVector Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance)
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{
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if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] == 0))
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{
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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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if (FVector::Dist(Destination, GetPawn()->GetActorLocation()) <= MinDistance)
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Multicast_StopMove();
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{
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if ((GetPlayerState<ADefaultPlayerState>()->CooldownDuration[(uint8)CooldownType::Attack] != 0))
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return;
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Multicast_SetRotation(GetMouseHitLocation());
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FVector Location = GetPawn()->GetActorLocation();
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Server_SetRotation(GetMouseHitLocation());
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Location.Z = 0;
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UE_LOG(LogTemp, Warning, TEXT("Attack"));
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Server_StopMove();
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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Multicast_StopMove();
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack);
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}
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else
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{
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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_SetRotation(GetMouseHitLocation());
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Multicast_StopMove();
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Server_SetRotation(GetMouseHitLocation());
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Multicast_SetRotation(GetMouseHitLocation());
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Server_SetRotation(GetMouseHitLocation());
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UE_LOG(LogTemp, Warning, TEXT("Attack"));
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Idle);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Attack);
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}
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}
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else
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{
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Moving);
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SimpleMoveToLocation(this, Destination);
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|
||||||
Destination = HitObject->GetActorLocation(); // HitObject<63><74> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|
||||||
this->MoveToLocation(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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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
Block a user