이상한 맵 삭제 및 abp 구조 수정
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Content/Character/Lb/BP_Lb.uasset
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Content/Maps/DevMap.umap
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@@ -220,8 +220,8 @@ void ADefaultPlayerController::SetupInputComponent()
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EnhancedInputComponent->BindAction(Skill1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill1);
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EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2);
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EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Completed, this, &ADefaultPlayerController::Skill4);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4Triggered);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Completed, this, &ADefaultPlayerController::Skill4Completed);
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EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1);
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EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2);
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EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward);
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@@ -261,13 +261,22 @@ void ADefaultPlayerController::Skill3()
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill3);
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}
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void ADefaultPlayerController::Skill4(const FInputActionValue& Value)
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void ADefaultPlayerController::Skill4Triggered()
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{
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Server_SetRotation(GetMouseHitLocation());
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UE_LOG(LogTemp, Warning, TEXT("Skill4 %x"), Value);
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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::Skill4Started);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Triggered);
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}
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void ADefaultPlayerController::Skill4Completed()
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{
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Server_SetRotation(GetMouseHitLocation());
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UE_LOG(LogTemp, Warning, TEXT("Skill4 Completed"));
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
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}
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void ADefaultPlayerController::RuneSpell1()
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@@ -34,7 +34,8 @@ public:
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void Skill1();
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void Skill2();
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void Skill3();
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void Skill4(const FInputActionValue& Value);
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void Skill4Triggered();
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void Skill4Completed();
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void RuneSpell1();
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void RuneSpell2();
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void Ward();
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@@ -6,7 +6,6 @@ ADefaultPlayerState::ADefaultPlayerState()
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CharacterBPRef = nullptr;;
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Team = TeamType::Null;
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State = ECharacterState::Idle;
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InitPlayerStats();
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}
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void ADefaultPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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