[박치영] 내용 수정
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@ -94,6 +94,7 @@ void AHumanoidEnemy::OnCombatToggled(bool IsCombatEnabled)
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void AHumanoidEnemy::PerformDeath()
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{
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//TODO : 죽었을 때 무기에 Collision이 남아있는 버그 있음
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Super::PerformDeath();
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SimulateWeaponPhysics();
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}
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@ -178,8 +178,7 @@ void AMasterAI::SetCanMove_Implementation(bool inputCanMove)
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void AMasterAI::ActivateCollision_Implementation(ECollisionPart CollisionPart)
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{
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if(StateManagerComponent->GetCurrentState() != FCombatGameplayTags::Get().Character_State_Dead) //TODO : 마지막 틱에서 충돌활성화 되는 이슈 방지...가 안됨.
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MainWeaponCollisionComponent->ActivateCollision();
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MainWeaponCollisionComponent->ActivateCollision();
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}
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void AMasterAI::DeactivateCollision_Implementation(ECollisionPart CollisionPart)
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@ -18,7 +18,7 @@ EBTNodeResult::Type UT_PerformAttack::ExecuteTask(UBehaviorTreeComponent& OwnerC
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ICombatInterface* CombatInterface = Cast<ICombatInterface>(ControllingPawn);
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if(!CombatInterface)
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return EBTNodeResult::Failed;
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float actionDuration = CombatInterface->PerformCombatAttack(AttackTypeTag, AttackIndex, RandomIndex);
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actionDuration += ActionDurationModifier;
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FTimerHandle ActionTimer;
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