[박치영] Debug 텍스트 기능 주석처리
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1e49db6023
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51742ce29b
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@ -17,8 +17,8 @@ ACombatAIController::ACombatAIController()
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PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComponent"));
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PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("PerceptionComponent"));
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SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("SightConfig"));
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SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("SightConfig"));
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SightConfig->SightRadius = 3000.f;
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SightConfig->SightRadius = 1500.f;
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SightConfig->LoseSightRadius = 3500.f;
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SightConfig->LoseSightRadius = 2000.f;
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SightConfig->PeripheralVisionAngleDegrees = 45.f;
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SightConfig->PeripheralVisionAngleDegrees = 45.f;
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FAISenseAffiliationFilter AffiliationFilter;
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FAISenseAffiliationFilter AffiliationFilter;
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AffiliationFilter.bDetectEnemies = true;
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AffiliationFilter.bDetectEnemies = true;
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@ -6,6 +6,7 @@
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ACombatBossAIController::ACombatBossAIController()
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ACombatBossAIController::ACombatBossAIController()
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{
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{
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SightConfig->SightRadius = 3000.f;
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SightConfig->LoseSightRadius = 5000.f;
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SightConfig->LoseSightRadius = 5000.f;
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SightConfig->AutoSuccessRangeFromLastSeenLocation = 5000.f;
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SightConfig->AutoSuccessRangeFromLastSeenLocation = 5000.f;
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}
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}
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@ -21,9 +21,11 @@ public:
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virtual void NativeUpdateAnimation(float DeltaSeconds) override;
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virtual void NativeUpdateAnimation(float DeltaSeconds) override;
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public:
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public:
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// Inherited via IIAnimInstance
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virtual void UpdateCombatType(ECombatType combatType) override;
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virtual void UpdateCombatType(ECombatType combatType) override;
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public: //Delegate
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public: //Delegate
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//Combat Component
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void UpdateCombatEnabled(bool combatEnabled);
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void UpdateCombatEnabled(bool combatEnabled);
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void OnBlockingSet_Event(bool bIsBlock);
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void OnBlockingSet_Event(bool bIsBlock);
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void OnShieldSet_Event(bool bIsShieldEquipped);
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void OnShieldSet_Event(bool bIsShieldEquipped);
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@ -480,7 +480,7 @@ void ACombatPlayerCharacter::Interact(const FInputActionValue& Value)
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TArray<AActor*> ActorsToIgnore;
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TArray<AActor*> ActorsToIgnore;
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FHitResult OutHit;
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FHitResult OutHit;
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if (UKismetSystemLibrary::SphereTraceSingleForObjects(GetWorld(), GetActorLocation(), GetActorLocation(), 100.f, ObjectTypes, false, ActorsToIgnore, EDrawDebugTrace::ForDuration, OutHit, true))
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if (UKismetSystemLibrary::SphereTraceSingleForObjects(GetWorld(), GetActorLocation(), GetActorLocation(), 100.f, ObjectTypes, false, ActorsToIgnore, EDrawDebugTrace::None, OutHit, true))
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{
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{
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IInteract* interactObject = Cast<IInteract>(OutHit.GetActor());
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IInteract* interactObject = Cast<IInteract>(OutHit.GetActor());
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if (interactObject)
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if (interactObject)
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@ -20,14 +20,6 @@ void UCombatComponent::SetCombatEnabled(bool bInputCombat)
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bCombatEnabled = bInputCombat;
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bCombatEnabled = bInputCombat;
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OnCombatToggled.Broadcast(bInputCombat);
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OnCombatToggled.Broadcast(bInputCombat);
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// ACharacter* character = Cast<ACharacter>(GetOwner());
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// if (character)
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// {
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// IIAnimInstance* Animinstance = Cast<IIAnimInstance>(character->GetMesh()->GetAnimInstance());
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// if (Animinstance)
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// Animinstance->UpdateCombatEnabled(bInputCombat);
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// }
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}
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}
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void UCombatComponent::ResetAttack()
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void UCombatComponent::ResetAttack()
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@ -73,8 +73,9 @@ void UStatsComponent::TakeDamageOnStat(float inDamage)
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calDamage = FMath::Clamp(calDamage, 0.f, calDamage);
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calDamage = FMath::Clamp(calDamage, 0.f, calDamage);
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ModifyCurrentStatValue(EStats::Health, -calDamage, false);
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ModifyCurrentStatValue(EStats::Health, -calDamage, false);
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FString debugStr = FString::Printf(TEXT("Damage : %f"), calDamage);
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//Debug 용
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GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Red, debugStr);
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// FString debugStr = FString::Printf(TEXT("Damage : %f"), calDamage);
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// GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Red, debugStr);
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if (GetCurrentStatValue(EStats::Health) <= 0.f)
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if (GetCurrentStatValue(EStats::Health) <= 0.f)
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GetOwner()->GetComponentByClass<UStateManagerComponent>()->SetCurrentState(FCombatGameplayTags::Get().Character_State_Dead);
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GetOwner()->GetComponentByClass<UStateManagerComponent>()->SetCurrentState(FCombatGameplayTags::Get().Character_State_Dead);
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