마우스 커서 사용하기
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Content/Maps/Main.umap
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BIN
Content/Maps/Main.umap
(Stored with Git LFS)
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@ -23,10 +23,3 @@ ABasePawn::ABasePawn()
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ProjectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("Projectile Spawn Point"));
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ProjectileSpawnPoint->SetupAttachment(TurretMesh);
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}
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// Called every frame
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void ABasePawn::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@ -28,8 +28,4 @@ private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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USceneComponent* ProjectileSpawnPoint;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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@ -23,12 +23,42 @@ void ATank::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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PlayerInputComponent->BindAxis(TEXT("Turn"), this, &ATank::Turn);
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}
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// Called every frame
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void ATank::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (PlayerControllerRef)
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{
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FHitResult HitResult;
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PlayerControllerRef->GetHitResultUnderCursor(
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ECollisionChannel::ECC_Visibility,
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false,
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HitResult);
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DrawDebugSphere(
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GetWorld(),
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HitResult.ImpactPoint,
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25,
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12,
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FColor::Green);
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}
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}
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// Called when the game starts or when spawned
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void ATank::BeginPlay()
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{
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Super::BeginPlay();
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PlayerControllerRef = Cast<APlayerController>(GetController());
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DrawDebugSphere(
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GetWorld(),
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GetActorLocation() + FVector(0, 0, 200),
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100,
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12,
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FColor::Red,
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false,
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30);
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}
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void ATank::Move(float Value)
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@ -20,6 +20,9 @@ public:
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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