[박치영] Shield 모션 작업

main
PCYPC\pcy35 2023-11-15 15:37:42 +09:00
parent 34180c0ebf
commit e153ca9ccc
15 changed files with 23 additions and 20 deletions

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@ -46,7 +46,7 @@ ABossEnemy::ABossEnemy()
//Setting CombatComponent
//Setting others is Parents
CombatComponent->OnCombatToggled.BindUObject(this, &ABossEnemy::OnCombatToggled);
CombatComponent->OnCombatToggled.AddUObject(this, &ABossEnemy::OnCombatToggled);
}
void ABossEnemy::BeginPlay()

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@ -45,7 +45,7 @@ void ACombatAIController::OnPossess(APawn* InPawn)
MasterAI = AIpawn;
UCombatComponent* combatComponent = MasterAI->GetComponentByClass<UCombatComponent>();
combatComponent->OnCombatToggled.BindUObject(this, &ACombatAIController::OnCombatToggle);
combatComponent->OnCombatToggled.AddUObject(this, &ACombatAIController::OnCombatToggle);
RunBehaviorTree(MasterAI->GetBeHaviorTree());

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@ -44,7 +44,7 @@ AGruntlingEnemy::AGruntlingEnemy()
//Setting CombatComponent
//Setting others is Parents
CombatComponent->OnCombatToggled.BindUObject(this, &AGruntlingEnemy::OnCombatToggled);
CombatComponent->OnCombatToggled.AddUObject(this, &AGruntlingEnemy::OnCombatToggled);
}
void AGruntlingEnemy::BeginPlay()

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@ -44,7 +44,7 @@ AHeavyMobEnemy::AHeavyMobEnemy()
//Setting CombatComponent
//Setting others is Parents
CombatComponent->OnCombatToggled.BindUObject(this, &AHeavyMobEnemy::OnCombatToggled);
CombatComponent->OnCombatToggled.AddUObject(this, &AHeavyMobEnemy::OnCombatToggled);
}
void AHeavyMobEnemy::BeginPlay()

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@ -38,7 +38,7 @@ AMobEnemy::AMobEnemy()
//Setting CombatComponent
//Setting others is Parents
CombatComponent->OnCombatToggled.BindUObject(this, &AMobEnemy::OnCombatToggled);
CombatComponent->OnCombatToggled.AddUObject(this, &AMobEnemy::OnCombatToggled);
}
void AMobEnemy::BeginPlay()

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@ -14,7 +14,7 @@ void ABaseShield::OnEquipped()
if (!owner)
return;
CombatComponent = owner->GetComponentByClass<UCombatComponent>();
CombatComponent->OnCombatToggled.BindUObject(this, &ABaseWeapon::ToggleWeaponCombat);
CombatComponent->OnCombatToggled.AddUObject(this, &ABaseWeapon::ToggleWeaponCombat);
OwnerStateManager = owner->GetComponentByClass<UStateManagerComponent>();

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@ -51,11 +51,11 @@ void ABaseWeapon::OnEquipped()
if (!owner)
return;
CombatComponent = owner->GetComponentByClass<UCombatComponent>();
CombatComponent->OnCombatToggled.BindUObject(this, &ABaseWeapon::ToggleWeaponCombat);
CombatComponent->OnCombatToggled.AddUObject(this, &ABaseWeapon::ToggleWeaponCombat);
OwnerStateManager = owner->GetComponentByClass<UStateManagerComponent>();
if (CombatComponent->GetCombatEnabled()) //TODO : 방패 착용 후 Toggle Event 시 Weapon의 소켓이 안바뀌는 버그
if (CombatComponent->GetCombatEnabled())
AttachActor(HandSocketName);
else
AttachActor(AttachSocketName);

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@ -21,8 +21,8 @@ void UCombatAnimInstance::NativeInitializeAnimation()
ensure(CombatComponent);
if(IsValid(CombatComponent))
{
CombatComponent->OnCombatToggled.BindUObject(this, &UCombatAnimInstance::UpdateCombatEnabled);
CombatComponent->OnBlockingSet.BindUObject(this, &UCombatAnimInstance::OnBlockingSet_Event);
CombatComponent->OnCombatToggled.AddUObject(this, &UCombatAnimInstance::UpdateCombatEnabled);
CombatComponent->OnBlockingSet.AddUObject(this, &UCombatAnimInstance::OnBlockingSet_Event);
}
}
}

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@ -69,7 +69,7 @@ ACombatPlayerCharacter::ACombatPlayerCharacter()
// Setting CombatComponent
CombatComponent = CreateDefaultSubobject<UCombatComponent>(TEXT("CombatComponent"));
CombatComponent->OnCombatToggled.BindUObject(this, &ACombatPlayerCharacter::CharacterCombatToggled);
CombatComponent->OnCombatToggled.AddUObject(this, &ACombatPlayerCharacter::CharacterCombatToggled);
// Setting StateManagerComponent
StateManagerComponent = CreateDefaultSubobject<UStateManagerComponent>(TEXT("StateManagerComponent"));
@ -251,7 +251,8 @@ void ACombatPlayerCharacter::SetupPlayerInputComponent(class UInputComponent* Pl
EnhancedInputComponent->BindAction(ToggleLockOnAction, ETriggerEvent::Started, this, &ACombatPlayerCharacter::ToggleLockOn);
//Block
EnhancedInputComponent->BindAction(ToggleLockOnAction, ETriggerEvent::Started, this, &ACombatPlayerCharacter::ToggleLockOn);
EnhancedInputComponent->BindAction(BlockAction, ETriggerEvent::Triggered, this, &ACombatPlayerCharacter::Blocking);
EnhancedInputComponent->BindAction(BlockAction, ETriggerEvent::Completed, this, &ACombatPlayerCharacter::StopBlocking);
}
}
@ -545,10 +546,11 @@ void ACombatPlayerCharacter::Blocking(const FInputActionValue& Value)
{
CombatComponent->SetBlockingState(true);
}
else
{
}
void ACombatPlayerCharacter::StopBlocking(const FInputActionValue& Value)
{
CombatComponent->SetBlockingState(false);
}
}
void ACombatPlayerCharacter::CharacterStateBegin(FGameplayTag CharState)

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@ -151,6 +151,7 @@ protected:
void StopSprint(const FInputActionValue& Value);
void ToggleLockOn(const FInputActionValue& Value);
void Blocking(const FInputActionValue& Value);
void StopBlocking(const FInputActionValue& Value);
private://Delegate
void CharacterStateBegin(FGameplayTag CharState);

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@ -19,7 +19,7 @@ void UCombatComponent::SetCombatEnabled(bool bInputCombat)
{
bCombatEnabled = bInputCombat;
OnCombatToggled.Execute(bInputCombat);
OnCombatToggled.Broadcast(bInputCombat);
// ACharacter* character = Cast<ACharacter>(GetOwner());
// if (character)
@ -57,7 +57,7 @@ void UCombatComponent::SetBlockingState(bool enableBlocking)
if(enableBlocking != bIsBlocking)
{
bIsBlocking = enableBlocking;
OnBlockingSet.Execute(bIsBlocking);
OnBlockingSet.Broadcast(bIsBlocking);
}
}

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@ -6,8 +6,8 @@
#include "Components/ActorComponent.h"
#include "CombatComponent.generated.h"
DECLARE_DELEGATE_OneParam(FOnCombatToggled, bool);
DECLARE_DELEGATE_OneParam(FOnBlockingSet, bool);
DECLARE_MULTICAST_DELEGATE_OneParam(FOnCombatToggled, bool);
DECLARE_MULTICAST_DELEGATE_OneParam(FOnBlockingSet, bool);
class ABaseWeapon;
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )