[박치영] Debug 텍스트 기능 주석처리

main
pcyoung 2023-12-26 18:07:11 +09:00
parent 1e49db6023
commit 51742ce29b
8 changed files with 9 additions and 13 deletions

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@ -17,8 +17,8 @@ ACombatAIController::ACombatAIController()
PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComponent"));
SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("SightConfig"));
SightConfig->SightRadius = 3000.f;
SightConfig->LoseSightRadius = 3500.f;
SightConfig->SightRadius = 1500.f;
SightConfig->LoseSightRadius = 2000.f;
SightConfig->PeripheralVisionAngleDegrees = 45.f;
FAISenseAffiliationFilter AffiliationFilter;
AffiliationFilter.bDetectEnemies = true;

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@ -6,6 +6,7 @@
ACombatBossAIController::ACombatBossAIController()
{
SightConfig->SightRadius = 3000.f;
SightConfig->LoseSightRadius = 5000.f;
SightConfig->AutoSuccessRangeFromLastSeenLocation = 5000.f;
}

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@ -21,9 +21,11 @@ public:
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
public:
// Inherited via IIAnimInstance
virtual void UpdateCombatType(ECombatType combatType) override;
public: //Delegate
//Combat Component
void UpdateCombatEnabled(bool combatEnabled);
void OnBlockingSet_Event(bool bIsBlock);
void OnShieldSet_Event(bool bIsShieldEquipped);

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@ -480,7 +480,7 @@ void ACombatPlayerCharacter::Interact(const FInputActionValue& Value)
TArray<AActor*> ActorsToIgnore;
FHitResult OutHit;
if (UKismetSystemLibrary::SphereTraceSingleForObjects(GetWorld(), GetActorLocation(), GetActorLocation(), 100.f, ObjectTypes, false, ActorsToIgnore, EDrawDebugTrace::ForDuration, OutHit, true))
if (UKismetSystemLibrary::SphereTraceSingleForObjects(GetWorld(), GetActorLocation(), GetActorLocation(), 100.f, ObjectTypes, false, ActorsToIgnore, EDrawDebugTrace::None, OutHit, true))
{
IInteract* interactObject = Cast<IInteract>(OutHit.GetActor());
if (interactObject)

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@ -20,14 +20,6 @@ void UCombatComponent::SetCombatEnabled(bool bInputCombat)
bCombatEnabled = bInputCombat;
OnCombatToggled.Broadcast(bInputCombat);
// ACharacter* character = Cast<ACharacter>(GetOwner());
// if (character)
// {
// IIAnimInstance* Animinstance = Cast<IIAnimInstance>(character->GetMesh()->GetAnimInstance());
// if (Animinstance)
// Animinstance->UpdateCombatEnabled(bInputCombat);
// }
}
void UCombatComponent::ResetAttack()

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@ -73,8 +73,9 @@ void UStatsComponent::TakeDamageOnStat(float inDamage)
calDamage = FMath::Clamp(calDamage, 0.f, calDamage);
ModifyCurrentStatValue(EStats::Health, -calDamage, false);
FString debugStr = FString::Printf(TEXT("Damage : %f"), calDamage);
GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Red, debugStr);
//Debug 용
// FString debugStr = FString::Printf(TEXT("Damage : %f"), calDamage);
// GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Red, debugStr);
if (GetCurrentStatValue(EStats::Health) <= 0.f)
GetOwner()->GetComponentByClass<UStateManagerComponent>()->SetCurrentState(FCombatGameplayTags::Get().Character_State_Dead);