[박치영] Player Death 모션 추가

main
PCYPC\pcy35 2023-11-06 20:56:00 +09:00
parent 607c4abf36
commit 9ed92d3a96
9 changed files with 9 additions and 1 deletions

View File

@ -755,7 +755,13 @@ void ACombatPlayerCharacter::RotateToTargetUpdate(float Value)
void ACombatPlayerCharacter::PerformDeath() void ACombatPlayerCharacter::PerformDeath()
{ {
EnableRagdoll(); if(!DeathAnimations.IsEmpty())
{
const int randomIdx = FMath::RandRange(0, DeathAnimations.Num() - 1);
PlayAnimMontage(DeathAnimations[randomIdx]);
}
else
EnableRagdoll();
if(bHitFront) //충돌을 좀 더 그럴싸하게 하기 위해서 피격방향으로 충격 if(bHitFront) //충돌을 좀 더 그럴싸하게 하기 위해서 피격방향으로 충격
ApplyHitReactionPhysicsVelocity(2000.f); ApplyHitReactionPhysicsVelocity(2000.f);

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@ -220,6 +220,8 @@ public:
TObjectPtr<UAnimMontage> KnockdownFrontMontage; TObjectPtr<UAnimMontage> KnockdownFrontMontage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Montage", meta = (AllowPrivateAccess = "true")) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Montage", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UAnimMontage> KnockdownBackMontage; TObjectPtr<UAnimMontage> KnockdownBackMontage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Montage|Death", meta = (AllowPrivateAccess = "true"))
TArray<TObjectPtr<UAnimMontage>> DeathAnimations;
private: //Timeline private: //Timeline
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Timeline", meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Timeline", meta = (AllowPrivateAccess = "true"))