diff --git a/Content/CombatSystem/Blueprints/AI/BP_ExampleEnemy.uasset b/Content/CombatSystem/Blueprints/AI/BP_ExampleEnemy.uasset index 0688bc92..edebda44 100644 Binary files a/Content/CombatSystem/Blueprints/AI/BP_ExampleEnemy.uasset and b/Content/CombatSystem/Blueprints/AI/BP_ExampleEnemy.uasset differ diff --git a/Source/D1/AI/HumanoidEnemy.cpp b/Source/D1/AI/HumanoidEnemy.cpp index 39fdc0ce..711d1222 100644 --- a/Source/D1/AI/HumanoidEnemy.cpp +++ b/Source/D1/AI/HumanoidEnemy.cpp @@ -94,6 +94,7 @@ void AHumanoidEnemy::OnCombatToggled(bool IsCombatEnabled) void AHumanoidEnemy::PerformDeath() { + //TODO : 죽었을 때 무기에 Collision이 남아있는 버그 있음 Super::PerformDeath(); SimulateWeaponPhysics(); } diff --git a/Source/D1/AI/MasterAI.cpp b/Source/D1/AI/MasterAI.cpp index 32316ddc..5d1a0f61 100644 --- a/Source/D1/AI/MasterAI.cpp +++ b/Source/D1/AI/MasterAI.cpp @@ -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) diff --git a/Source/D1/AI/T_PerformAttack.cpp b/Source/D1/AI/T_PerformAttack.cpp index 9601c651..8ea74727 100644 --- a/Source/D1/AI/T_PerformAttack.cpp +++ b/Source/D1/AI/T_PerformAttack.cpp @@ -18,7 +18,7 @@ EBTNodeResult::Type UT_PerformAttack::ExecuteTask(UBehaviorTreeComponent& OwnerC ICombatInterface* CombatInterface = Cast(ControllingPawn); if(!CombatInterface) return EBTNodeResult::Failed; - + float actionDuration = CombatInterface->PerformCombatAttack(AttackTypeTag, AttackIndex, RandomIndex); actionDuration += ActionDurationModifier; FTimerHandle ActionTimer;