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capstone_2024_20/.idea/.idea.capstone_2024_20/.idea/.gitignore
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capstone_2024_20/Source/capstone_2024_20/CannonBall.cpp.rej
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diff a/capstone_2024_20/Source/capstone_2024_20/CannonBall.cpp b/capstone_2024_20/Source/capstone_2024_20/CannonBall.cpp (rejected hunks) | ||
@@ -52,11 +52,19 @@ | ||
// 여기에 충돌 시 필요한 로직을 구현합니다. 예를 들면, 폭발 이펙트 생성, 피해 적용 등이 있습니다. | ||
// 이 예제에서는 단순히 로그를 출력하는 것으로 처리합니다. | ||
UE_LOG(LogTemp, Warning, TEXT("Projectile hit: %s"), *OtherActor->GetName()); | ||
+ GEngine->AddOnScreenDebugMessage(-1, | ||
+ 60.f, FColor::Emerald, TEXT("On Hit!!")); | ||
if (WaterSplashEffect) | ||
{ | ||
FVector Scale(3.0f, 3.0f, 3.0f); | ||
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), WaterSplashEffect, Hit.ImpactPoint, FRotator(0.0f), Scale); | ||
} | ||
// 충돌 후 발사체를 제거합니다. | ||
- Destroy(); | ||
+ | ||
+ | ||
+ if (GetWorld()) | ||
+ { | ||
+ FTimerHandle TimerHandle; | ||
+ GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &ThisClass::DestroyDelay, destroyDelayTime, false); | ||
+ } | ||
} |
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capstone_2024_20/Source/capstone_2024_20/Common/UGameSingleton.cpp
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capstone_2024_20/Source/capstone_2024_20/Common/UGameSingleton.h
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capstone_2024_20/Source/capstone_2024_20/Common/UTickableObject.cpp
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capstone_2024_20/Source/capstone_2024_20/Common/UTickableObject.h
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capstone_2024_20/Source/capstone_2024_20/EnemyShip/EnemyShip.cpp
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#include "EnemyShip.h" | ||
#include "../MyShip.h" | ||
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AEnemyShip::AEnemyShip(): StaticMesh(nullptr) | ||
{ | ||
// TODO@autumn - This is a temporary mesh, replace it with the actual mesh from data | ||
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh")); | ||
StaticMesh->SetStaticMesh(LoadObject<UStaticMesh>(nullptr, TEXT("/Script/Engine.StaticMesh'/Game/GameObjects/FlatShip/Ship_Ship.Ship_Ship'"))); | ||
RootComponent = StaticMesh; | ||
} | ||
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void AEnemyShip::BeginPlay() | ||
{ | ||
Super::BeginPlay(); | ||
} | ||
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void AEnemyShip::LookAtMyShip(const AMyShip* MyShip) | ||
{ | ||
const auto Direction = MyShip->GetActorLocation() - GetActorLocation(); | ||
const auto Rotation = FRotationMatrix::MakeFromX(Direction).Rotator(); | ||
SetActorRotation(Rotation); | ||
} | ||
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void AEnemyShip::MoveToMyShip(const AMyShip* MyShip) | ||
{ | ||
const auto MyShipLocation = MyShip->GetActorLocation(); | ||
const auto Direction = MyShipLocation - GetActorLocation(); | ||
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// Todo@autumn - This is a temporary solution, replace it with data. | ||
if (Direction.Size() < 4000.0f) | ||
{ | ||
return; | ||
} | ||
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const auto NormalizedDirection = Direction.GetSafeNormal(); | ||
constexpr auto Speed = 2500.0f; // Todo@autumn - This is a temporary solution, replace it with data. | ||
const auto NewLocation = GetActorLocation() + NormalizedDirection * Speed * GetWorld()->DeltaTimeSeconds; | ||
SetActorLocation(NewLocation); | ||
} |
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capstone_2024_20/Source/capstone_2024_20/EnemyShip/EnemyShip.h
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#pragma once | ||
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#include "EnemyShip.generated.h" | ||
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class AMyShip; | ||
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UCLASS() | ||
class AEnemyShip : public AActor | ||
{ | ||
GENERATED_BODY() | ||
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public: | ||
AEnemyShip(); | ||
virtual void BeginPlay() override; | ||
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void LookAtMyShip(const AMyShip* MyShip); | ||
void MoveToMyShip(const AMyShip* MyShip); | ||
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private: | ||
UPROPERTY(EditAnywhere) | ||
UStaticMeshComponent* StaticMesh; | ||
}; |
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#include "Event.h" | ||
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AEvent::AEvent(): StaticMesh(nullptr) | ||
{ | ||
// TODO@autumn - This is a temporary mesh, replace it with the actual mesh from data | ||
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMesh")); | ||
StaticMesh->SetStaticMesh(LoadObject<UStaticMesh>(nullptr, TEXT("/Script/Engine.StaticMesh'/Game/GameObjects/Wood/wood_mesh.wood_mesh'"))); | ||
RootComponent = StaticMesh; | ||
} | ||
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void AEvent::BeginPlay() | ||
{ | ||
Super::BeginPlay(); | ||
} |
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#pragma once | ||
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#include "CoreMinimal.h" | ||
#include "GameFramework/Actor.h" | ||
#include "Event.generated.h" | ||
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UCLASS() | ||
class CAPSTONE_2024_20_API AEvent : public AActor | ||
{ | ||
GENERATED_BODY() | ||
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public: | ||
AEvent(); | ||
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virtual void BeginPlay() override; | ||
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private: | ||
UPROPERTY(EditAnywhere) | ||
UStaticMeshComponent* StaticMesh; | ||
}; |
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|
@@ -4,7 +4,6 @@ | |
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#include "CoreMinimal.h" | ||
#include "InputAction.h" | ||
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/** | ||
* | ||
*/ | ||
|
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