diff --git a/Content/CombatSystem/Blueprints/BP_CombatCharacter.uasset b/Content/CombatSystem/Blueprints/BP_CombatCharacter.uasset index dd8cb08c..5bac1101 100644 Binary files a/Content/CombatSystem/Blueprints/BP_CombatCharacter.uasset and b/Content/CombatSystem/Blueprints/BP_CombatCharacter.uasset differ diff --git a/Content/Maps/IceLandMap.umap b/Content/Maps/IceLandMap.umap index 7f66cf03..78d76ef9 100644 Binary files a/Content/Maps/IceLandMap.umap and b/Content/Maps/IceLandMap.umap differ diff --git a/Source/D1/AI/CombatAIController.cpp b/Source/D1/AI/CombatAIController.cpp index f5dd0d68..f12f341d 100644 --- a/Source/D1/AI/CombatAIController.cpp +++ b/Source/D1/AI/CombatAIController.cpp @@ -17,8 +17,8 @@ ACombatAIController::ACombatAIController() PerceptionComponent = CreateDefaultSubobject(TEXT("PerceptionComponent")); SightConfig = CreateDefaultSubobject(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; diff --git a/Source/D1/AI/CombatBossAIController.cpp b/Source/D1/AI/CombatBossAIController.cpp index 01cdeedd..ad01430d 100644 --- a/Source/D1/AI/CombatBossAIController.cpp +++ b/Source/D1/AI/CombatBossAIController.cpp @@ -6,6 +6,7 @@ ACombatBossAIController::ACombatBossAIController() { + SightConfig->SightRadius = 3000.f; SightConfig->LoseSightRadius = 5000.f; SightConfig->AutoSuccessRangeFromLastSeenLocation = 5000.f; } diff --git a/Source/D1/Animation/CombatAnimInstance.h b/Source/D1/Animation/CombatAnimInstance.h index 4de372d9..88d34c33 100644 --- a/Source/D1/Animation/CombatAnimInstance.h +++ b/Source/D1/Animation/CombatAnimInstance.h @@ -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); diff --git a/Source/D1/CombatPlayerCharacter.cpp b/Source/D1/CombatPlayerCharacter.cpp index e59bca3c..2bfa2731 100644 --- a/Source/D1/CombatPlayerCharacter.cpp +++ b/Source/D1/CombatPlayerCharacter.cpp @@ -480,7 +480,7 @@ void ACombatPlayerCharacter::Interact(const FInputActionValue& Value) TArray 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(OutHit.GetActor()); if (interactObject) diff --git a/Source/D1/Components/CombatComponent.cpp b/Source/D1/Components/CombatComponent.cpp index 5330513d..71750d55 100644 --- a/Source/D1/Components/CombatComponent.cpp +++ b/Source/D1/Components/CombatComponent.cpp @@ -20,14 +20,6 @@ void UCombatComponent::SetCombatEnabled(bool bInputCombat) bCombatEnabled = bInputCombat; OnCombatToggled.Broadcast(bInputCombat); - - // ACharacter* character = Cast(GetOwner()); - // if (character) - // { - // IIAnimInstance* Animinstance = Cast(character->GetMesh()->GetAnimInstance()); - // if (Animinstance) - // Animinstance->UpdateCombatEnabled(bInputCombat); - // } } void UCombatComponent::ResetAttack() diff --git a/Source/D1/Components/StatsComponent.cpp b/Source/D1/Components/StatsComponent.cpp index 6baa1cdb..caee0375 100644 --- a/Source/D1/Components/StatsComponent.cpp +++ b/Source/D1/Components/StatsComponent.cpp @@ -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 ěš© + // FString debugStr = FString::Printf(TEXT("Damage : %f"), calDamage); + // GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Red, debugStr); if (GetCurrentStatValue(EStats::Health) <= 0.f) GetOwner()->GetComponentByClass()->SetCurrentState(FCombatGameplayTags::Get().Character_State_Dead);