코스트 체크 완성
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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/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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@@ -246,8 +246,8 @@ void ADefaultPlayerController::SetupInputComponent()
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void ADefaultPlayerController::Skill1()
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void ADefaultPlayerController::Skill1()
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{
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{
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//if (!(GetPlayerState<ADefaultPlayerState>()->Stats.Mana >= 100))
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill1Cost]))
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// return;
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return;
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FVector Location = GetPawn()->GetActorLocation();
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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Location.Z = 0;
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@@ -265,6 +265,9 @@ void ADefaultPlayerController::Skill1()
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void ADefaultPlayerController::Skill2()
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void ADefaultPlayerController::Skill2()
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{
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{
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill2Cost]))
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return;
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FVector Location = GetPawn()->GetActorLocation();
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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Location.Z = 0;
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@@ -281,6 +284,9 @@ void ADefaultPlayerController::Skill2()
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void ADefaultPlayerController::Skill3()
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void ADefaultPlayerController::Skill3()
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{
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{
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if (!(GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Mana] >= GetPlayerState<ADefaultPlayerState>()->Stats[(uint8)EStats::Skill3Cost]))
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return;
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FVector Location = GetPawn()->GetActorLocation();
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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Location.Z = 0;
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@@ -297,6 +303,9 @@ void ADefaultPlayerController::Skill3()
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void ADefaultPlayerController::Skill4Triggered()
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void ADefaultPlayerController::Skill4Triggered()
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{
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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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return;
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FVector Location = GetPawn()->GetActorLocation();
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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Location.Z = 0;
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@@ -313,15 +322,6 @@ void ADefaultPlayerController::Skill4Triggered()
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void ADefaultPlayerController::Skill4Completed()
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void ADefaultPlayerController::Skill4Completed()
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{
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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_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 Completed"));
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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>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
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@@ -96,7 +96,7 @@ enum class EStats : uint8
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{
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{
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Health,
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Health,
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HPRegeneration,
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HPRegeneration,
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HealAndShieldpower,
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HealAndShieldpower,
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Armor,
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Armor,
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MagicResistance,
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MagicResistance,
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Tenacity,
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Tenacity,
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@@ -127,5 +127,9 @@ enum class EStats : uint8
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HealthRegenerationGrowth,
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HealthRegenerationGrowth,
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ManaGrowth,
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ManaGrowth,
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ManaRegenerationGrowth,
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ManaRegenerationGrowth,
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Skill1Cost,
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Skill2Cost,
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Skill3Cost,
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Skill4Cost,
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SIZE
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SIZE
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};
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};
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