์ž๊พธ ๋น„์Šทํ•œ ๊ธ€ ์˜ฌ๋ ค์„œ ์ฃ„์†กํ•ฉ๋‹ˆ๋‹ค...


์ง€๋‚œ 5์ผ๊ฐ„ ๋งŒ๋“ค์—ˆ๋˜ ์ฐ์„ ๊ฐ„๋‹จํ•˜๊ฒŒ ํ’€์–ด๋ณด๋„๋ก ํ•˜๊ฒ ์๋‹ˆ๋‹น.



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ํด๋ž˜์Šค ๋ชฉ๋ก์€ ์œ„์™€ ๊ฐ™๊ณ ,


ProtoCharacter๋Š” ์ฒ˜์Œ์— ๋ชจ๋“  ๊ธฐ๋Šฅ์„ ์•กํ„ฐ์— ์šฑ์—ฌ๋„ฃ์€ ํ”„๋กœํ† ํƒ€์ž… ๊ฐ์ฒด์˜€๊ณ  ์ง€๊ธˆ์€ ํ๊ธฐ ์ƒํƒœ์ž…๋‹ˆ๋‹ค.ย 


์šฐ์„  DefaultCharacter ํด๋ž˜์Šค๋Š” MovementManage... ์ปดํฌ๋„ŒํŠธ์™€ CombatManage... ์ปดํฌ๋„ŒํŠธ๋กœ ๊ตฌ์„ฑ๋ผ๊ณ ,


๋Ÿฐํƒ€์ž„์— ์ž์œ ๋กญ๊ฒŒ ํƒˆ์ฐฉ ๊ฐ€๋Šฅํ•œ Weapon ํด๋ž˜์Šค ์ธ์Šคํ„ด์Šค๋„ ๊ฐ–๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.


CombatSkill ํด๋ž˜์Šค๋Š” ์Šคํ‚ฌ์˜ ์ดํŽ™ํŠธ์™€ ์• ๋‹ˆ๋ฉ”์ด์…˜ ๋ชฝํƒ€์ฃผ ์ •๋ณด, ๊ทธ๋ฆฌ๊ณ  ๋ชฝํƒ€์ฃผ์—์„œ ์žฌ์ƒํ•  ์„น์…˜ ์ •๋ณด, ๋‹ค์Œ ์ฝค๋ณด์— ๋Œ€ํ•œ ํ…Œ์ด๋ธ”๋„ ๊ฐ–๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.


์ด๊ฑด ํ›„์ˆ !



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์ž…๋ ฅ์€ ๋‹ค์Œ๊ณผ ๊ฐ™์ด ๊ตฌ์„ฑํ–ˆ์Šต๋‹ˆ๋‹ค.


์ „๋ฐฉ, ์ธก๋ฐฉ ์ด๋™, ํ•์น˜, ์š” ์กฐ์ ˆ, ๊ทธ๋ฆฌ๊ณ  ์•ฝ๊ณต๊ฒฉ, ๊ฐ•๊ณต๊ฒฉ, ํŠน์ˆ˜ ๊ณต๊ฒฉ์ž…๋‹ˆ๋‹ค. ์„ธ ๊ฐœ์˜ ์ปค๋งจ๋“œ๋Š” ๋„˜๊ฒจ์ง€๋Š” Enum ํ”Œ๋ž˜๊ทธ๋งŒ ๋‹ค๋ฅผ ๋ฟ ๊ธฐ๋ณธ์ ์œผ๋กœ ๊ฐ™์€ ๋งค์ปค๋‹ˆ์ฆ˜์œผ๋กœ ์ž‘๋™ํ•ฉ๋‹ˆ๋‹ค.


์ž…๋ ฅ๋ถ€ํ„ฐ ๊ณต๊ฒฉ ์ข…๋ฃŒ๊นŒ์ง€์˜ ํŒŒ์ดํ”„๋ผ์ธ์€ ๋‹ค์Œ๊ณผ ๊ฐ™์Šต๋‹ˆ๋‹ค


---- ๊ฒŒ์ž„ํ”Œ๋ ˆ์ด ํด๋ž˜์Šค

being) ํ˜„์žฌ ํ”Œ๋ ˆ์ด์–ด๋Š” _Idle State.

1) Weak ๊ณต๊ฒฉ ํ‚ค ์ž…๋ ฅ

2) DefaultCharacter์˜ __COMBAT_KEY_WEAK()๊ฐ€ ํ˜ธ์ถœ๋จ

3) __COMBAT_KEY_WEAK() ๋Š” DefaultCharacter::MovementManagerComponent์˜ __GET_COMMAND_STATE() ํ˜ธ์ถœ,

ํ˜„์žฌ Movement ์ƒํƒœ์— ๋”ฐ๋ฅธ ์ปค๋งจ๋“œ๋ฅผ ๋ฐ˜ํ™˜๋ฐ›์•„ ECombatCommand::CE_Weak์™€ ์กฐํ•ฉํ•จ.

์˜ˆ) ํ˜„์žฌ ์ „๋ฐฉ ์งˆ์ฃผ ์ค‘ -> ๋ฌด๋ธŒ๋จผํŠธ ์ปดํฌ๋„ŒํŠธ๋Š” CE_Forward | CE_Sprint๋ฅผ ๋ฐ˜ํ™˜

4) DefaultCharacter๋Š” ์ „๋‹ฌ๋ฐ›์€ ์ปค๋งจ๋“œ๋ฅผ CombatManaegerComponent์— ๋„˜๊น€

5) CombatManagerComponent๋Š” ์ „๋‹ฌ๋ฐ›์€ ์ปค๋งจ๋“œ๋ฅผ Key๋กœ CommandTable์—์„œ ํ•ด๋‹นํ•˜๋Š” CombatSkill ์ธ์Šคํ„ด์Šค๋ฅผ ์ฐพ์Œ

6) ์ปด๋ฑƒ ์ปดํฌ๋„ŒํŠธ๋Š” ์ฐพ์•„๋‚ธ CombatSkill ์ธ์Šคํ„ด์Šค๋ฅผ CurrentSkill ํ•„๋“œ์— ์บ์‹œํ•˜๊ณ , DefaultCharacter๋ฅผ _UsingSkill ์Šคํ…Œ์ดํŠธ๋กœ ์ „ํ™˜์‹œํ‚ด

๋“ค๊ณ  ์žˆ๋Š” Weapon ํด๋ž˜์Šค๋ฅผ ํ™œ์„ฑํ™”์‹œํ‚ค๋ฉด ๊ฒŒ์ž„ํ”Œ๋ ˆ์ด ํด๋ž˜์Šค์˜ ๊ณต๊ฒฉ ์‹œํ€€์Šค๋Š” ์ข…๋ฃŒ.

6a) Weaponํด๋ž˜์Šค๋Š” ํ™œ์„ฑํ™”๋˜๋ฉด Hitbox ํ”„๋กœํผํ‹ฐ๋ฅผ ํ™œ์„ฑํ™”, ์ดํ›„ ํƒ€๊ฒฉ ๋Œ€์ƒ ๊ฐ์ฒด์— ๋‹ฟ์œผ๋ฉด HitOccured()๋ฅผ ๋ฐ˜ํ™˜์‹œํ‚ค๊ฒŒ ๋จ .... ํ›„์ˆ 


---- ์• ๋‹ˆ๋ฉ”์ด์…˜ ๋ธ”๋ฃจํ”„๋ฆฐํŠธย 

7) ์• ๋‹ˆ๋ฉ”์ด์…˜์€ DefaultCharacter์˜ State๊ฐ€ UsingSkill๋กœ ๋ฐ”๋€ ๊ฒƒ์„ ๊ฐ์ง€

8) ์‹คํ–‰ ์ค‘์ธ Locomotion ์Šคํ…Œ์ดํŠธ ๋จธ์‹ ์„ ์ค‘์ง€์‹œํ‚ค๊ณ , CombatComponent๋กœ๋ถ€ํ„ฐ CurrentSkill ์ธ์Šคํ„ด์Šค๋ฅผ ์–ป์–ด,

ํ•ด๋‹น ์Šคํ‚ฌ์˜ Montage๋ฅผ ์žฌ์ƒ์‹œํ‚ด.


โ€ปโ€ป ๋งŒ์•ฝ ์ ์ด ํ”ผ๊ฒฉ๋œ ๊ฒฝ์šฐ

Base) Weapon์€ Tick()๋งˆ๋‹ค Trace๋ฅผ ํ˜ธ์ถœํ•จ.

a) ๋งŒ์•ฝ Trace์— DefaultCharacter์˜ ํ”ผ๊ฒฉ ์ƒ์ž๊ฐ€ ๋‹ฟ์€ ๊ฒฝ์šฐ, Weapon์— HitOccur() ํ˜ธ์ถœ.

b) Weapon์€ ๋‚ด๋ถ€์ ์œผ๋กœ ๋Œ€๋ฏธ์ง€์™€ ์Šคํ„ด ์‹œ๊ฐ„ ๊ณ„์‚ฐ์„ ๋งˆ์นœ ๋’ค, ํ”ผ๊ฒฉ ์บ๋ฆญํ„ฐ ์ธ์Šคํ„ด์Šค์˜ ์ปด๋ฑƒ ์ปดํฌ๋„ŒํŠธ์˜ GetHit() ํ•จ์ˆ˜๋ฅผ ํ˜ธ์ถœํ•ด ์ด ๊ฐ’์„ ์ „๋‹ฌ.

c) ํ”ผ๊ฒฉ ์ปด๋ฑƒ ์ปดํฌ๋„ŒํŠธ๋Š” ํ”ผ๊ฒฉ ์บ๋ฆญํ„ฐ๋ฅผ _GettingHit State๋กœ ์ „ํ™˜์‹œํ‚ด. ์—ฌ๊ธฐ์„œ ํ”ผ๊ฒฉ ์‹œํ€€์Šค๋Š” ๋.


-- On AnimBP

d) ๋ธ”๋ฃจํ”„๋ฆฐํŠธ๋Š” ํ”ผ๊ฒฉ ์ƒํƒœ๋ฅผ ๊ฐ์ง€, ์ƒ์ˆ ํ•œ ๋ฐ”์™€ ๊ฐ™์ด Locomotion ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ๋ธ”๋กํ•˜๊ณ  ์• ๋‹ˆ๋ฉ”์ด์…˜ ๋ชฝํƒ€์ฃผ๋ฅผ ์‹คํ–‰์‹œํ‚ด.

โ€ปโ€ป


---- ์• ๋‹ˆ๋ฉ”์ด์…˜ ๋ชฝํƒ€์ฃผ

9) ์žฌ์ƒ๋œ ๋ชฝํƒ€์ฃผ๋Š” ์žฌ์ƒ์ด ์™„๋ฃŒ๋˜๋ฉด SkillFinish ๋…ธํ‹ฐํŒŒ์ด๋ฅผ ๋ฐœ๋™.


---- ์• ๋‹ˆ๋ฉ”์ด์…˜ ๋ธ”๋ฃจํ”„๋ฆฐํŠธ

10) SkillFinish ๋…ธํ‹ฐํŒŒ์ด๊ฐ€ ํ˜ธ์ถœ๋˜๋ฉด CombatComponent์— SkillFInished๋ฅผ ์•Œ๋ฆผ


---- ๊ฒŒ์ž„ํ”Œ๋ ˆ์ด ํด๋ž˜์Šค

11) SkillFinished ๊ฐ€ ํ˜ธ์ถœ๋˜๋ฉด CombatComponent๋Š” Owner ์บ๋ฆญํ„ฐ ์ธ์Šคํ„ด์Šค์˜ ์ƒํƒœ๋ฅผ _Idle ์Šคํ…Œ์ดํŠธ๋กœ ์ „ํ™˜์‹œํ‚ด.


end) ์ข…๋ฃŒ.



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์• ๋‹ˆ๋ฉ”์ด์…˜ ๋ธ”๋ฃจํ”„๋ฆฐํŠธ์ž…๋‹ˆ๋‹ค. ์‹๋ณ„ํ•˜๊ธฐ ์–ด๋ ต๊ฒ ์ง€๋งŒ ์•„๋ฌดํŠผ ์ด๋Ÿฐ ์ˆœ์„œ๋กœ ์ง„ํ–‰๋ฉ๋‹ˆ๋‹ค


์ฐธ๊ณ ๋กœ ์ผ๋ฐ˜์ ์ธ ์†Œ์Šค ์ฝ”๋“œ๋‚˜ ๋ธ”๋ฃจํ”„๋ฆฐํŠธ์—์„œ ๋™๊ธฐ์ ์œผ๋กœ (PlayAnimation() ๋“ฑ์˜ ํ˜ธ์ถœ ํ•จ์ˆ˜) ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ํ˜ธ์ถœํ•˜๋Š” ๊ฑด ์—†๋‹ค๊ณ  ์ƒ๊ฐํ•˜๋Š” ๊ฒŒ ํŽธํ•ฉ๋‹ˆ๋‹ค.


๋ณดํ†ต AnimNotify๋ผ๋Š” ๊ธฐ๋Šฅ์„ ์ด์šฉํ•ด ๋Œ€๋ถ€๋ถ„์˜ ์ƒํƒœ ์ „ํ™˜์„ ์ œ์–ดํ•˜๊ฒŒ ๋˜๋Š”๋ฐ, ๊ฒŒ์ž„ํ”Œ๋ ˆ์ด ๋ธ”๋ฃจํ”„๋ฆฐํŠธ์—์„œ ํ˜ธ์ถœ๋˜๋Š” PlayAnimation์€ AnimNotify ๊ธฐ๋Šฅ์ด


๋น„ํ™œ์„ฑํ™”๋˜์–ด ์žˆ์Šต๋‹ˆ๋‹ค. (์Šค๋ ˆ๋“œ ์•ˆ์ „์„ฑ ๋•Œ๋ฌธ์ธ ๋“ฏํ•ฉ๋‹ˆ๋‹ค).


๋”ฐ๋ผ์„œ ํ”Œ๋ ˆ์ด์–ด์˜ ์ƒํƒœ์— ๋”ฐ๋ผ ์ด๋™ ๊ฐ€๋Šฅ / ๊ณต๊ฒฉ ๊ฐ€๋Šฅ / ์ ํ”„ ๊ฐ€๋Šฅ ๋“ฑ์˜ ์ž…๋ ฅ ์ œ์–ด๋ฅผ ์†Œ์Šค ์ฝ”๋“œ ์ƒ์—์„œ ์—„๊ฒฉํ•˜๊ฒŒ ์ œ์–ดํ•˜๊ณ , ๊ทธ ์ƒํƒœ์— ๋”ฐ๋ผ Animation Blueprint์—์„œ


์• ๋‹ˆ๋ฉ”์ด์…˜์„ ์‹คํ–‰ํ•˜๊ฒŒ ๋งŒ๋“œ๋Š” ๊ฒŒ ๋ฐ”๋žŒ์งํ•ฉ๋‹ˆ๋‹ค.


>> Blueprint Update(Tick) ๋งค ํ”„๋ ˆ์ž„ ํ˜ธ์ถœ

Seq 1 >>ย ย  ย Conditionary (์˜ˆ: ๋‹ฌ๋ฆฌ๊ธฐ ์†๋„, ๋‹ฌ๋ฆฌ๊ธฐ ๋ฐฉํ–ฅ, ์ ํ”„ ์ค‘์ž…๋‹ˆ๊นŒ? ์งˆ์ฃผ ์ค‘์ž…๋‹ˆ๊นŒ? ์ „ํˆฌ ์ค‘์ž…๋‹ˆ๊นŒ? ๋“ฑ์˜ ํ”Œ๋ž˜๊ทธ ์„ค์ •) ๋ณ€์ˆ˜๋“ค์˜ ์„ค์ •

Seq 2 >> ย  ย Action ์‹คํ–‰ ... OwningCharacter์˜ ํ˜„์žฌ ์ƒํƒœ๊ฐ€

?? ์ณ๋งž๋Š” ์ค‘ : Movement ์ปดํฌ๋„ŒํŠธ๊ฐ€ ๊ฐ–๊ณ  ์žˆ๋Š”ย ํ”ผ๊ฒฉ ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ํ”ผ๊ฒฉ ๋ฐฉํ–ฅ์— ๋”ฐ๋ผย ์‹คํ–‰

?? ๊ณต๊ฒฉ ์ค‘ : CombatComponent()์˜ CurrentSkill() ์ธ์Šคํ„ด์Šค๋กœ๋ถ€ํ„ฐ ๊ณต๊ฒฉ ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ์ฐพ์•„ ์‹คํ–‰

?? ์ œ์ž๋ฆฌ && ํšŒ์ „ ์ค‘ : ํšŒ์ „ ๊ฐ๋„๊ฐ€ ์ผ์ • ์ด์ƒ์— ๋„๋‹ฌํ•  ๋•Œ๋งˆ๋‹ค ํšŒ์ „ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์‹คํ–‰.



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๊ณต๊ฒฉ์„ ์‹œ์ž‘ํ•˜๋Š” ๋ถ€๋ถ„์˜ ๋ธ”๋ฃจํ”„๋ฆฐํŠธ์ž…๋‹ˆ๋‹ค.


๊ฐ€๋…์„ฑ ๋ฐ•์‚ด๋‚ฌ์ง€๋งŒ ๋ธ”๋ฃจํ”„๋ฆฐํŠธ๋ฅผ ์ข€ ์•„๋Š” ๋ถ„์ด๋ผ๋ฉด ์–ด์ฐŒ์–ด์ฐŒ ๋ณผ ์ˆ˜๋Š” ์žˆ์„ ๊ฒ๋‹ˆ๋‹น....


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CombatComponent์˜ Property ๋ชฉ๋ก์ž…๋‹ˆ๋‹ค.


๋ณด์‹œ๋‹ค์‹œํ”ผ ๊ฐ ์ปค๋งจ๋“œ์— ๋”ฐ๋ผ CombatSkill ํด๋ž˜์Šค(์ธ์Šคํ„ด์Šค ์•„๋‹˜ ์ฃผ์˜!)๊ฐ€ ๋“ฑ๋ก๋˜์–ด ์žˆ๊ณ , ์•ฝ๊ณต๊ฒฉ ํ”ผ๊ฒฉ ๋ชจ์…˜๊ณผ ๊ฐ•๊ณต๊ฒฉ ํ”ผ๊ฒฉ ๋ชจ์…˜,


๊ทธ๋ฆฌ๊ณ  ์ฃฝ์Œ ๋ชจ์…˜์ด ๊ฐ๊ฐ ๋“ฑ๋ก๋˜์–ด ์žˆ์Šต๋‹ˆ๋‹ค.


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์Šคํ‚ฌ์€ ์œ„์™€ ๊ฐ™์ด ๊ฐ๊ฐ์˜ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์‹œํ€€์Šค ํ•˜๋‚˜๊ฐ€ ํ•œ ์œ ๋‹›์œผ๋กœ ๋‹ค๋ค„์ ธ, ๋งŒ์•ฝ 3๋‹จ ์ฝค๋ณด๋ผ๋ฉด 3๊ฐœ์˜ ์Šคํ‚ฌ ์‹œํ€€์Šค๋ฅผ ํ•„์š”๋กœ ํ•˜๊ฒŒ ๋ฉ๋‹ˆ๋‹ค.


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์œ„๋Š” ์Šคํ‚ฌ ํด๋ž˜์Šค์˜ ํ”„๋กœํผํ‹ฐ๋กœ, ์•ฝ๊ณต๊ฒฉ ์ดํŽ™ํŠธ์™€ ๊ฐ•๊ณต๊ฒฉ ์ดํŽ™ํŠธ (์ผ๋ฐ˜ / ์น˜๋ช…ํƒ€) ํŒŒํ‹ฐํด ์• ์…‹,ย 


๋‹ค์Œ ์ฝค๋ณด๋ฅผ ์ •์˜ํ•˜๋Š” ์ปค๋งจ๋“œ-์Šคํ‚ฌ ํ…Œ์ด๋ธ”


์Šคํ„ด, ๋Œ€๋ฏธ์ง€ ๊ฐ€์ค‘์น˜์™€ ์š”๊ตฌ ์Šคํƒœ๋ฏธ๋‚˜ ํ”„๋กœํผํ‹ฐ๋ฅผ ๊ฐ–์Šต๋‹ˆ๋‹ค.



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์ด๊ฑด Weapon์—์„œ ๋งค ํ‹ฑ๋งˆ๋‹ค ํ˜ธ์ถœํ•˜๋Š” Trace ์‹œํ€€์Šค์ž…๋‹ˆ๋‹ค. ์ƒ์ˆ ํ•œ HitOccur๊ฐ€ ์ €๊ธฐ์„œ ํ˜ธ์ถœ๋˜๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค.


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HitOccur๋Š” ๋‚ด๋ถ€์ ์œผ๋กœ __WHEN_HIT_SOMTHING์„ ํ˜ธ์ถœํ•˜๊ณ , ์ž์„ธํ•œ ์„ค๋ช…์€ ์ฃผ์„์œผ๋กœ ๋‹ฌ๋ ค์ž‡์Šต๋‹ˆ๋‹ค.


์ œ ๊น”๋”ํ•œ ์ฝ”๋”ฉ ์Šต๊ด€์„ ์—ฟ๋ณผ ์ˆ˜ ์žˆ๋Š” ๋ถ€๋ถ„์ž…์ฃ .



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๋งˆ์ง€๋ง‰์œผ๋กœ, HitMotion ๋ชฝํƒ€์ฃผ์ž…๋‹ˆ๋‹ค. ์œ„์™€ ๊ฐ™์ด ํ”ผ๊ฒฉ ๋ฐฉํ–ฅ์— ๋”ฐ๋ฅธ ์„น์…˜์œผ๋กœ ๊ตฌ๋ณ„๋˜์–ด ์žˆ์Šต๋‹ˆ๋‹ค.


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์ฝค๋ณด๋Š” ์ฝค๋ณด ์ˆœ์„œ์— ๋”ฐ๋ฅธ ์„น์…˜์œผ๋กœ ๊ตฌ๋ณ„๋˜์ง€๋งŒ, ๊ผญ ์ € ์ด๋ฆ„์œผ๋กœ ํ•  ํ•„์š”๋Š” ์—†์Šต๋‹ˆ๋‹ค.