[박치영] 리팩토링
parent
e2d1c17b96
commit
193c6775eb
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@ -20,6 +20,14 @@
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"TargetAllowList": [
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"TargetAllowList": [
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"Editor"
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"Editor"
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]
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]
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},
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{
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"Name": "VisualStudioTools",
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"Enabled": true,
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"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2",
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"SupportedTargetPlatforms": [
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"Win64"
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]
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}
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}
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]
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]
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}
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}
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@ -33,7 +33,7 @@ void ABaseEquippable::AttachActor(const FName SocketName)
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void ABaseEquippable::OnEquipped()
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void ABaseEquippable::OnEquipped()
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{
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{
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bIsEquipped = true;
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SetIsEquipped(true);
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AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale, AttachSocketName);
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AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale, AttachSocketName);
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}
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}
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@ -169,10 +169,10 @@ void ACombatCharacter::ToggleCombat(const FInputActionValue& Value)
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bool bInput = Value.Get<bool>();
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bool bInput = Value.Get<bool>();
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ABaseWeapon* baseWeapon = CombatComponent->GetMainWeapon();
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ABaseWeapon* baseWeapon = CombatComponent->GetMainWeapon();
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bool isCombatEnabled = CombatComponent->GetCombatEnabled();
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if (!baseWeapon)
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if (!baseWeapon)
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return;
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return;
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bool isCombatEnabled = CombatComponent->GetCombatEnabled();
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if (!isCombatEnabled)
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if (!isCombatEnabled)
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PlayAnimMontage(baseWeapon->GetEnterCombat());
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PlayAnimMontage(baseWeapon->GetEnterCombat());
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else
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else
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