[박치영] 내용 수정

main
PCYPC\pcy35 2023-09-01 13:14:15 +09:00
parent 8fcba9fa77
commit 126c50c567
4 changed files with 3 additions and 3 deletions

View File

@ -94,6 +94,7 @@ void AHumanoidEnemy::OnCombatToggled(bool IsCombatEnabled)
void AHumanoidEnemy::PerformDeath()
{
//TODO : 죽었을 때 무기에 Collision이 남아있는 버그 있음
Super::PerformDeath();
SimulateWeaponPhysics();
}

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@ -178,8 +178,7 @@ void AMasterAI::SetCanMove_Implementation(bool inputCanMove)
void AMasterAI::ActivateCollision_Implementation(ECollisionPart CollisionPart)
{
if(StateManagerComponent->GetCurrentState() != FCombatGameplayTags::Get().Character_State_Dead) //TODO : 마지막 틱에서 충돌활성화 되는 이슈 방지...가 안됨.
MainWeaponCollisionComponent->ActivateCollision();
MainWeaponCollisionComponent->ActivateCollision();
}
void AMasterAI::DeactivateCollision_Implementation(ECollisionPart CollisionPart)

View File

@ -18,7 +18,7 @@ EBTNodeResult::Type UT_PerformAttack::ExecuteTask(UBehaviorTreeComponent& OwnerC
ICombatInterface* CombatInterface = Cast<ICombatInterface>(ControllingPawn);
if(!CombatInterface)
return EBTNodeResult::Failed;
float actionDuration = CombatInterface->PerformCombatAttack(AttackTypeTag, AttackIndex, RandomIndex);
actionDuration += ActionDurationModifier;
FTimerHandle ActionTimer;