[박치영] 리팩토링
parent
e2d1c17b96
commit
193c6775eb
|
@ -20,6 +20,14 @@
|
|||
"TargetAllowList": [
|
||||
"Editor"
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "VisualStudioTools",
|
||||
"Enabled": true,
|
||||
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2",
|
||||
"SupportedTargetPlatforms": [
|
||||
"Win64"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
|
@ -33,7 +33,7 @@ void ABaseEquippable::AttachActor(const FName SocketName)
|
|||
|
||||
void ABaseEquippable::OnEquipped()
|
||||
{
|
||||
bIsEquipped = true;
|
||||
SetIsEquipped(true);
|
||||
AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale, AttachSocketName);
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue