[박치영] 리팩토링

main
PCYPC\pcy35 2023-07-28 17:44:32 +09:00
parent e2d1c17b96
commit 193c6775eb
3 changed files with 10 additions and 2 deletions

View File

@ -20,6 +20,14 @@
"TargetAllowList": [
"Editor"
]
},
{
"Name": "VisualStudioTools",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2",
"SupportedTargetPlatforms": [
"Win64"
]
}
]
}

View File

@ -33,7 +33,7 @@ void ABaseEquippable::AttachActor(const FName SocketName)
void ABaseEquippable::OnEquipped()
{
bIsEquipped = true;
SetIsEquipped(true);
AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale, AttachSocketName);
}

View File

@ -169,10 +169,10 @@ void ACombatCharacter::ToggleCombat(const FInputActionValue& Value)
bool bInput = Value.Get<bool>();
ABaseWeapon* baseWeapon = CombatComponent->GetMainWeapon();
bool isCombatEnabled = CombatComponent->GetCombatEnabled();
if (!baseWeapon)
return;
bool isCombatEnabled = CombatComponent->GetCombatEnabled();
if (!isCombatEnabled)
PlayAnimMontage(baseWeapon->GetEnterCombat());
else