[UE] 파쿠르, Feet IK
Feet IK(Inverse Kinematics)는 캐릭터의 발이 지면에 정확하게 위치하도록 하는 기술이다. 캐릭터 발의 위치를 조정할 수 있는 가상 본(virtual bone)을 생성한 후 사용한다. Animation Blueprint에 Two Bone IK을 사용하여 발의 위치를 정확하게 조정한다. 이를 위해 Foot IK 노드에는 목표 위치(Target Location)와 목표 회전(Target Rotation)을 입력하여 이 목표 위치와 회전은 발이 지면에 어떻게 위치해야 하는지를 정의한다.
목차
Plugins |
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Weapon |
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Resource |
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Icon128.png weapon_thumbnail_icon.png |
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Source |
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Weapon | ||||
SWeaponCheckBoxes.h .cpp SWeaponDetailsView.h .cpp SWeaponDoActionData.h .cpp SWeaponEquipmentData.h .cpp SWeaponHitData.h .cpp SWeaponLeftArea.h .cpp Weapon.Build.cs WeaponAssetEditor.h .cpp WeaponAssetFactory.h .cpp WeaponCommand.h .cpp WeaponContextMenu.h .cpp WeaponModule.h .cpp WeaponStyle.h .cpp |
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Source | ||
U2212_06 | ||
Characters | ||
CAnimInstance.h .cpp CEnemy.h .cpp CPlayer.h .cpp ICharacter.h .cpp |
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Components | ||
CFeetComponent.h .cpp 생성 CMontagesComponent.h .cpp CMovementComponent.h .cpp CStateComponent.h .cpp CStatusComponent.h .cpp CWeaponComponent.h .cpp |
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Notifies | ||
CAnimNotifyState_BeginAction.h .cpp CAnimNotifyState_BowString.h .cpp CAnimNotify_CameraShake.h .cpp CAnimNotify_End_Parkour CAnimNotifyState_EndAction.h .cpp CAnimNotify_EndState.h .cpp CAnimNotifyState.h .cpp CAnimNotifyState_CameraAnim.h .cpp CAnimNotifyState_Collision.h .cpp CAnimNotifyState_Combo.h .cpp CAnimNotifyState_Equip.h .cpp CAnimNotifyState_SubAction.h .cpp |
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Parkour | ||
CParkourComponent.h .cpp | ||
Utilities | ||
CHelper.h CLog.h .cpp |
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Weapons | ||
CArrow.h .cpp CAura.h .cpp CCamerModifier.h .cpp CGhostTrail.h .cpp CRotate_Object.h .cpp CThornObject.h .cpp CAnimInstance_Bow.h .cpp CAttachment_Bow.h .cpp CDoAction_Around.h .cpp CDoAction_Bow.h .cpp CDoAction_Combo.h .cpp CDoAction_Warp.h .cpp CSubAction_Around.h .cpp CSubAction_Bow.h .cpp CSubAction_Fist.h .cpp CSubAction_Hammer.h .cpp CSubAction_Sword.h .cpp CDoAction_Warp.h .cpp CAttachment.h .cpp CDoAction.h .cpp CEquipment.h .cpp CSubAction.h .cpp CWeaponAsset.h .cpp CWeaponStructures.h .cpp |
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Global.h CGameMode.h .cpp U2212_06.Build.cs |
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U2212_06.uproject | ||
파쿠르
CParkourComponent.h
CParkourComponent.h
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Kismet/KismetSystemLibrary.h"//DrawDebug를 포함하는 헤더
#include "Engine/DataTable.h"//DataTable를 다루는 헤더
#include "CParkourComponent.generated.h"
//파쿠르를 위해 추적할 화살표 타입
UENUM(BlueprintType)
enum class EParkourArrowType : uint8
{
Center = 0, Ceil, Floor, Left, Right, Land, Max,
};
//파쿠르 동작 타입
UENUM(BlueprintType)
enum class EParkourType : uint8
{
Climb = 0, Fall, Slide, Short, Normal, Wall, Max,
};
USTRUCT(BlueprintType)
struct FParkourData : public FTableRowBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
EParkourType Type;
UPROPERTY(EditAnywhere)
UAnimMontage* Montage;//파쿠르 타입에 따라 Play할 몽타주
UPROPERTY(EditAnywhere)
float PlayRatio = 1;//Play 속도
UPROPERTY(EditAnywhere)
FName SectionName;//몽타주에 Section을 주면 해당 Section부터 재생. 이를 위한 변수
UPROPERTY(EditAnywhere)
float MinDistance;//파쿠르가 수행될 최소거리
UPROPERTY(EditAnywhere)
float MaxDistance;//파쿠르가 수행될 최대거리
UPROPERTY(EditAnywhere)
float Extent;//부피, 상황에 따라 다르게 사용
UPROPERTY(EditAnywhere)
bool bFixedCamera;//카메라 고정 여부
public:
void PlayMontage(class ACharacter* InCharacter);
};
UCLASS()
class U2212_06_API UCParkourComponent : public UActorComponent
{
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category = "Data")
UDataTable* DataTable;//파쿠르 DataTable
private:
UPROPERTY(EditAnywhere, Category = "Trace")
float TraceDistance = 600;//파쿠르 Line Trace가 적용되는 거리
UPROPERTY(EditAnywhere, Category = "Trace")
TEnumAsByte<EDrawDebugTrace::Type> DebugType;
UPROPERTY(EditAnywhere, Category = "Trace")
float AvailableFrontAngle = 15;//파쿠르 수행 제한각도
public:
FORCEINLINE bool IsExecuting() { return Type != EParkourType::Max; }
public:
UCParkourComponent();
protected:
virtual void BeginPlay() override;
public:
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
void LineTrace(EParkourArrowType InType);
private:
//Arrow로 쏜 LineTrace를 체크하는 함수들
void CheckTrace_Center();
void CheckTrace_Ceil();
void CheckTrace_Floor();
void CheckTrace_LeftRight();
void CheckTrace_Land();
private:
bool Check_Obstacle();
public:
//파쿠르 수행 함수
void DoParkour(bool bLanded = false);
void End_DoParkour();
private:
bool Check_ClimbMode();
void DoParkour_Climb();
void End_DoParkour_Climb();
bool Check_FallMode();
void DoParkour_Fall();
void End_DoParkour_Fall();
bool Check_SlideMode();
void DoParkour_Slide();
void End_DoParkour_Slide();
//Short, Normal, Wall
bool Check_ObstacleMode(EParkourType InType, FParkourData& OutData);
void DoParkour_Obstacle(EParkourType InType, FParkourData& InData);
void End_DoParkour_Obstacle();
private:
TMap<EParkourType, TArray<FParkourData>> DataMap;//TMap에 Key와 Key를 넣으면 배열이 리턴된다.
private:
class ACharacter* OwnerCharacter;
class UArrowComponent* Arrows[(int32)EParkourArrowType::Max];
FHitResult HitResults[(int32)EParkourArrowType::Max];//Arrows 마다 충돌 결과를 저장할 배열 변수
private:
AActor* HitObstacle;
FVector HitObstacleExtent;
float HitDistance;
float ToFrontYaw;
private:
EParkourType Type = EParkourType::Max;//현재 수행중인 파쿠프 타입. 기본값을 Max로 설정하여 아무것도 하지 않는 타입을 기본값으로 만들어준다.
private:
bool bFalling;
private:
AActor* BackupObstacle;//장애물을 정보를 잠시 담는 변수
};
인라인 함수 추가
- FORCEINLINE bool IsExecuting() { return Type != EParkourType::Max; }
함수 추가
- void CheckTrace_Land();
내려오기 파쿠르 함수 추가
- bool Check_FallMode();
- void DoParkour_Fall();
- void End_DoParkour_Fall();
Slide 파쿠르 함수 추가
- bool Check_SlideMode();
- void DoParkour_Slide();
- void End_DoParkour_Slide();
Obstacle 파쿠르 함수 추가
- bool Check_ObstacleMode(EParkourType InType, FParkourData& OutData);
- void DoParkour_Obstacle(EParkourType InType, FParkourData& InData);
- void End_DoParkour_Obstacle();
변수 추가
- bool bFalling;
- 공중에서 떨어지는지 여부를 판단하는 bool 변수
- AActor* BackupObstacle;
- 장애물을 정보를 잠시 담는 변수
CParkourComponent.cpp
#include "Parkour/CParkourComponent.h"
#include "Global.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Components/ArrowComponent.h"
#include "Components/CMovementComponent.h"
//#define LOG_UCParkourComponent
void FParkourData::PlayMontage(class ACharacter* InCharacter)
{
//파쿠르 동작 중에는 FixedCamera를 켜서 카메라가 움직이지 않게 해준다.
if (bFixedCamera)
{
UCMovementComponent* movement = CHelpers::GetComponent<UCMovementComponent>(InCharacter);
if (!!movement)
movement->EnableFixedCamera();
}
InCharacter->PlayAnimMontage(Montage, PlayRatio, SectionName);
}
///////////////////////////////////////////////////////////////////////////////
UCParkourComponent::UCParkourComponent()
{
PrimaryComponentTick.bCanEverTick = true;
CHelpers::GetAsset<UDataTable>(&DataTable, "DataTable'/Game/Parkour/DT_Parkour.DT_Parkour'");//DataTable 생성.
}
void UCParkourComponent::BeginPlay()
{
Super::BeginPlay();
TArray<FParkourData*> datas;//FParkourData 사용하여 파쿠르 관련 변수들을 담는 구조체 사용.
DataTable->GetAllRows<FParkourData>("", datas);//DataTable에서 데이터를 가져온다.
for (int32 i = 0; i < (int32)EParkourType::Max; i++)
{
TArray<FParkourData> temp;//FParkourData 배열 temp 생성.
for(FParkourData* data : datas)//datas를 순회하여 검색
{
if (data->Type == (EParkourType)i)//데이터의 타입 == UENUM인 EParkourType 이라면
temp.Add(*data);//해당 파쿠르 타입을 temp에 담는다.
DataMap.Add((EParkourType)i, temp);//DataMap에 Key에 파쿠르 타입을 숫자로, Value에 FParkourData 배열 temp를 담는다.
}
}
OwnerCharacter = Cast<ACharacter>(GetOwner());//해당 클래스를 가지고 있는 GetOwner인 캐릭터(여기서는 Player) OwnerCharacter로 설정.
USceneComponent* arrow = CHelpers::GetComponent<USceneComponent>(OwnerCharacter, "ArrowGroup");//Arrows를 가져온다(=OwnerCharacter의 ArrowGroup을 가져온다).
TArray<USceneComponent*> components;//components 변수에 SceneComponent들(=Arrows)을 가져와 담는다.
arrow->GetChildrenComponents(false, components);
for (int32 i = 0; i < (int32)EParkourArrowType::Max; i++)
Arrows[i] = Cast<UArrowComponent>(components[i]);//Arrows[] 배열 변수에 components인 Arrows를 담는다.
}
void UCParkourComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
CheckTrace_Land();//아래로 쏘는 Land Arrow의 LineTrace는 매 Tick 검사해야 한다.
}
void UCParkourComponent::LineTrace(EParkourArrowType InType)
{
UArrowComponent* arrow = Arrows[(int32)InType];//Trace할 화살을 가져온다.
FLinearColor color = FLinearColor(arrow->ArrowColor);
FTransform transform = arrow->GetComponentToWorld();//arrow의 위치를 가져온다.
//위치를 활용하여 길이를 만든다.
FVector start = transform.GetLocation();
FVector end = start + OwnerCharacter->GetActorForwardVector() * TraceDistance;
TArray<AActor*> ignores;//Line Trace 시 무시할 것들을 담는 변수
ignores.Add(OwnerCharacter);//OwnerCharacter는 Line Trace에서 무시되게 한다.
UKismetSystemLibrary::LineTraceSingle(GetWorld(), start, end, ETraceTypeQuery::TraceTypeQuery3, false, ignores, DebugType, HitResults[(int32)InType], true, color, FLinearColor::White);//TraceTypeQuery3는 새로 만든 TraceChannel인 Parkour다.
}
void UCParkourComponent::CheckTrace_Center()
{
EParkourArrowType type = EParkourArrowType::Center;
LineTrace(type);
const FHitResult& hitResult = HitResults[(int32)type];
CheckFalse(hitResult.bBlockingHit);
//StaticMesh가 충돌체가 되므로 StaticMesh를 변수로 두고 StaticMesh와의 충돌 여부를 체크한다.
UStaticMeshComponent* mesh = CHelpers::GetComponent<UStaticMeshComponent>(hitResult.GetActor());
CheckNull(mesh);
HitObstacle = hitResult.GetActor();
FVector minBound, maxBound;
mesh->GetLocalBounds(minBound, maxBound);//부피
float x = FMath::Abs(minBound.X - maxBound.X);
float y = FMath::Abs(minBound.Y - maxBound.Y);
float z = FMath::Abs(minBound.Z - maxBound.Z);
HitObstacleExtent = FVector(x, y, z);
HitDistance = hitResult.Distance;//충돌체까지의 거리
//충돌체에 대한 Normal을 뒤집는다. Player는 밖에서 안을 바라보기 때문에 -로 값을 뒤집는다.
ToFrontYaw = UKismetMathLibrary::MakeRotFromX(-hitResult.ImpactNormal).Yaw;
#ifdef LOG_UCParkourComponent
CLog::Print(HitObstacle, 10);
CLog::Print(HitObstacleExtent, 11);
CLog::Print(HitDistance, 12);
CLog::Print(ToFrontYaw, 13);
#endif //LOG_UCParkourComponent
}
void UCParkourComponent::CheckTrace_Ceil()
{
LineTrace(EParkourArrowType::Ceil);
}
void UCParkourComponent::CheckTrace_Floor()
{
LineTrace(EParkourArrowType::Floor);
}
void UCParkourComponent::CheckTrace_LeftRight()
{
LineTrace(EParkourArrowType::Left);
LineTrace(EParkourArrowType::Right);
}
void UCParkourComponent::CheckTrace_Land()
{
CheckFalse(OwnerCharacter->GetCharacterMovement()->IsFalling());
//최초 추락
CheckTrue(bFalling);
bFalling = true;
UArrowComponent* arrow = Arrows[(int32)EParkourArrowType::Land];//Land Arrow
FLinearColor color = FLinearColor(arrow->ArrowColor);
FTransform transform = arrow->GetComponentToWorld();
FVector start = transform.GetLocation();//Land Arrow 위치
const TArray<FParkourData>* datas = DataMap.Find(EParkourType::Fall);
FVector end = start + transform.GetRotation().GetForwardVector() * (*datas)[0].Extent;//Land Arrow 위치에서 Extent만큼 늘어난 거리를 end 지점으로 설정.
TArray<AActor*> ignores;//LineTrace를 무시할 Actor들을 위한 변수
ignores.Add(OwnerCharacter);//OwnerCharacter인 Player를 무시하도록 설정.
UKismetSystemLibrary::LineTraceSingle(GetWorld(), start, end, ETraceTypeQuery::TraceTypeQuery1, false, ignores, DebugType, HitResults[(int32)EParkourArrowType::Land], true, color, FLinearColor::White);
}
bool UCParkourComponent::Check_Obstacle()
{
CheckNullResult(HitObstacle, false);//HitObstacle이 null이 아닌지 체크
//Arrow Center, Left, Right 모두 Hit되는지 체크.
bool b = true;
b &= HitResults[(int32)EParkourArrowType::Center].bBlockingHit;
b &= HitResults[(int32)EParkourArrowType::Left].bBlockingHit;
b &= HitResults[(int32)EParkourArrowType::Right].bBlockingHit;
CheckFalseResult(b, false);
//Arrow Center, Left, Right의 Normal이 모두 같은 방향인지 체크. 모서리인지 아닌지 판단
FVector center = HitResults[(int32)EParkourArrowType::Center].Normal;
FVector left = HitResults[(int32)EParkourArrowType::Left].Normal;
FVector right = HitResults[(int32)EParkourArrowType::Right].Normal;
CheckFalseResult(center.Equals(left), false);//Arrow center와 left값이 같은지 체크
CheckFalseResult(center.Equals(right), false);//Arrow center와 right값이 같은지 체크
//impactNormal과 player가 바라보는 사이의 각도를 구하여 AvailableFrontAngle 각도보다 작을 때 수행하게 만든다.
FVector start = HitResults[(int32)EParkourArrowType::Center].ImpactPoint;//Hit된 지점
FVector end = OwnerCharacter->GetActorLocation();//Player의 위치
float lookAt = UKismetMathLibrary::FindLookAtRotation(start, end).Yaw;//Player가 Hit된 위치를 바라보는 방향의 Yaw값을 구한다.
FVector impactNormal = HitResults[(int32)EParkourArrowType::Center].ImpactNormal;//Hit된 지점의 Normal
float impactAt = UKismetMathLibrary::MakeRotFromX(impactNormal).Yaw;//Normal 방향벡터의 Yaw값
float yaw = abs(abs(lookAt) - abs(impactAt));//두 개의 Yaw값의 차이(=impactNormal과 player가 바라보는 사이의 각도)
CheckFalseResult(yaw <= AvailableFrontAngle, false);//AvailableFrontAngle로 설정한 각 15도 이하라면
return true;//수행한다.
}
void UCParkourComponent::DoParkour(bool bLanded)
{
CheckFalse(Type == EParkourType::Max);//Max는 파쿠르가 수행중이 아닌 상황
if (bLanded && Check_FallMode())
{
DoParkour_Fall();
return;
}
//값 초기화
HitObstacle = NULL;
HitObstacleExtent = FVector::ZeroVector;
HitDistance = 0;
ToFrontYaw = 0;
CheckTrace_Center();
if (!!HitObstacle)//HitObstacle이 있다면(=CheckTrace_Center의 hitResult가 있다면)
{
//나머지 Arrow들로도 LineTrace 검사한다.
CheckTrace_Ceil();
CheckTrace_Floor();
CheckTrace_LeftRight();
}
CheckFalse(Check_Obstacle());//장애물이 있는지 체크
if (Check_ClimbMode())//올라가기 파쿠르를 수행할 조건이 된다면
{
DoParkour_Climb();//올라가기 파쿠르 수행
return;
}
if (Check_SlideMode())//슬라이드 파쿠르를 수행할 조건이 된다면
{
DoParkour_Slide();//슬라이드 파쿠르 수행
return;
}
FParkourData data;
if (Check_ObstacleMode(EParkourType::Normal, data))//Normal
{
DoParkour_Obstacle(EParkourType::Normal, data);
return;
}
if (Check_ObstacleMode(EParkourType::Short, data))//Short
{
DoParkour_Obstacle(EParkourType::Short, data);
return;
}
if (Check_ObstacleMode(EParkourType::Wall, data))//Wall
{
DoParkour_Obstacle(EParkourType::Wall, data);
return;
}
}
void UCParkourComponent::End_DoParkour()
{
switch (Type)//현재 수행중인 EParkourType
{
case EParkourType::Climb:
End_DoParkour_Climb();
break;
case EParkourType::Fall:
End_DoParkour_Fall();
break;
case EParkourType::Slide:
End_DoParkour_Slide();
break;
case EParkourType::Short:
case EParkourType::Normal:
case EParkourType::Wall:
End_DoParkour_Obstacle();
break;
}
Type = EParkourType::Max;//EParkourType을 원래대로 돌려준다.
//파쿠르가 끝난 후에 FixedCamera를 꺼준다.
UCMovementComponent* movement = CHelpers::GetComponent<UCMovementComponent>(OwnerCharacter);
if (!!movement)
movement->DisableFixedCamera();
}
bool UCParkourComponent::Check_ClimbMode()
{
CheckFalseResult(HitResults[(int32)EParkourArrowType::Ceil].bBlockingHit, false);
const TArray<FParkourData>* datas = DataMap.Find(EParkourType::Climb);//Find는 값이 아닌 포인터를 리턴한다. const를 사용해서 고칠 수 없도록 만든다.
CheckFalseResult((*datas)[0].MinDistance < HitDistance, false);//datas접근해서 0번의 MinDistance가 HitDistance보다 작은지 체크.
CheckFalseResult((*datas)[0].MaxDistance > HitDistance, false);//datas접근해서 0번의 MaxDistance가 HitDistance보다 큰지 체크.
CheckFalseResult(FMath::IsNearlyEqual((*datas)[0].Extent, HitObstacleExtent.Z, 10), false);//datas접근해서 0번의 Extent가 HitObstacleExtent.Z값과 같은지 체크.
return true;
}
void UCParkourComponent::DoParkour_Climb()
{
Type = EParkourType::Climb;//EParkourType을 Climb으로 설정.
OwnerCharacter->SetActorLocation(HitResults[(int32)EParkourArrowType::Center].ImpactPoint);//Player를 Arrow Center가 쏜 LineTrace에 Hit된 위치로 이동시킨다.
OwnerCharacter->SetActorRotation(FRotator(0, ToFrontYaw, 0));//Player가 Hit된 방향을 바라보게 한다.
(*DataMap.Find(EParkourType::Climb))[0].PlayMontage(OwnerCharacter);//Climb 몽타주를 재생
OwnerCharacter->GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_Flying);//기어올라가야 하므로 중력을 꺼줘야한다. 그래서 MovementMode를 MOVE_Flying로 변경한다.
}
void UCParkourComponent::End_DoParkour_Climb()
{
OwnerCharacter->GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_Walking);
}
bool UCParkourComponent::Check_FallMode()
{
CheckFalseResult(bFalling, false);//bFalling=false면 바로 return false;
bFalling = false;
float distance = HitResults[(int32)EParkourArrowType::Land].Distance;
const TArray<FParkourData>* datas = DataMap.Find(EParkourType::Fall);
//거리 판단
CheckFalseResult((*datas)[0].MinDistance < distance, false);//파쿠르가 수행될 최소거리<distance면 바로 return false;
CheckFalseResult((*datas)[0].MaxDistance > distance, false);//파쿠르가 수행될 최대거리>distance면 바로 return false;
return true;
}
void UCParkourComponent::DoParkour_Fall()
{
Type = EParkourType::Fall;
(*DataMap.Find(EParkourType::Fall))[0].PlayMontage(OwnerCharacter);
}
void UCParkourComponent::End_DoParkour_Fall()
{
}
bool UCParkourComponent::Check_SlideMode()
{
//충돌한게 슬라이드 거리 안에 들어와있는지 판단
CheckTrueResult(HitResults[(int32)EParkourArrowType::Floor].bBlockingHit, false);
const TArray<FParkourData>* datas = DataMap.Find(EParkourType::Slide);
CheckFalseResult((*datas)[0].MinDistance < HitDistance, false);
CheckFalseResult((*datas)[0].MaxDistance > HitDistance, false);
UArrowComponent* arrow = Arrows[(int32)EParkourArrowType::Floor];
FLinearColor color = FLinearColor(arrow->ArrowColor);
FTransform transform = arrow->GetComponentToWorld();
FVector arrowLocation = transform.GetLocation();//Floor Arrow 위치
FVector ownerLocation = OwnerCharacter->GetActorLocation();//캐릭터의 위치
float extent = (*datas)[0].Extent;//DataTable의 Extent 정보로 넣어준다.
float z = arrowLocation.Z + extent;//z = Floor Arrow의 z값 + extent 값
FVector forward = OwnerCharacter->GetActorForwardVector();//캐릭터의 전방벡터
forward = FVector(forward.X, forward.Y, 0);//캐릭터의 전방벡터에서 z값만 0으로 만든다.
FVector start = FVector(arrowLocation.X, arrowLocation.Y, z);//start위치 = (Floor Arrow의 X, Y 위치값)과 (Floor Arrow의 z값 + extent 값)
FVector end = start + forward * TraceDistance;//end위치 = start위치 + forward * TraceDistance
TArray<AActor*> ignores;
FHitResult hitResult;
UKismetSystemLibrary::BoxTraceSingle(GetWorld(), start, end, FVector(0, extent, extent), OwnerCharacter->GetActorRotation(), ETraceTypeQuery::TraceTypeQuery1, false, ignores, DebugType, hitResult, true);
CheckTrueResult(hitResult.bBlockingHit, false);
return true;
}
void UCParkourComponent::DoParkour_Slide()
{
Type = EParkourType::Slide;
OwnerCharacter->SetActorRotation(FRotator(0, ToFrontYaw, 0));
(*DataMap.Find(EParkourType::Slide))[0].PlayMontage(OwnerCharacter);
BackupObstacle = HitObstacle;
BackupObstacle->SetActorEnableCollision(false);//장애물의 Collision을 꺼준다.
}
void UCParkourComponent::End_DoParkour_Slide()
{
BackupObstacle->SetActorEnableCollision(true);//장애물의 Collision을 다시 켜준다.
BackupObstacle = NULL;
}
bool UCParkourComponent::Check_ObstacleMode(EParkourType InType, FParkourData& OutData)
{
CheckTrueResult(HitResults[(int32)EParkourArrowType::Ceil].bBlockingHit, false);//Ceil Arrow의 LineTrace에 충돌된게 없다면 return false로 끝낸다.
const TArray<FParkourData>* datas = DataMap.Find(InType);//InType의 데이터를 넣어준다. InType은 Short, Normal, Wall 중 하나일 것이다.
for (int32 i = 0; i < (*datas).Num(); i++)
{
bool b = true;
b &= (*datas)[i].MinDistance < HitDistance;
b &= (*datas)[i].MaxDistance > HitDistance;
b &= FMath::IsNearlyEqual((*datas)[i].Extent, HitObstacleExtent.Y, 10);
OutData = (*datas)[i];
CheckTrueResult(b, true);
}
return false;
}
void UCParkourComponent::DoParkour_Obstacle(EParkourType InType, FParkourData& InData)
{
Type = InType;//Short, Normal, Wall
OwnerCharacter->SetActorRotation(FRotator(0, ToFrontYaw, 0));
InData.PlayMontage(OwnerCharacter);
BackupObstacle = HitObstacle;
BackupObstacle->SetActorEnableCollision(false);
}
void UCParkourComponent::End_DoParkour_Obstacle()
{
BackupObstacle->SetActorEnableCollision(true);
BackupObstacle = NULL;
}
헤더 추가
- #include "Components/CMovementComponent.h"
함수 정의
- void UCParkourComponent::CheckTrace_Land();
내려오기 파쿠르 함수 정의
- bool UCParkourComponent::Check_FallMode();
- void UCParkourComponent::DoParkour_Fall();
- void UCParkourComponent::End_DoParkour_Fall();
Slide 파쿠르 함수 정의
- bool UCParkourComponent::Check_SlideMode();
- void UCParkourComponent::DoParkour_Slide();
- void UCParkourComponent::End_DoParkour_Slide();
Obstacle 파쿠르 함수 정
- bool UCParkourComponent:: Check_ObstacleMode(EParkourType InType, FParkourData& OutData);
- void UCParkourComponent::DoParkour_Obstacle(EParkourType InType, FParkourData& InData);
- void UCParkourComponent::End_DoParkour_Obstacle();
CPlayer
CPlayer.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Components/CStateComponent.h"
#include "Characters/ICharacter.h"
#include "Parkour/CParkourComponent.h"
#include "CPlayer.generated.h"
UCLASS()
class U2212_06_API ACPlayer
: public ACharacter, public IICharacter //다중상속
{
GENERATED_BODY()
private:
UPROPERTY(VisibleAnywhere)
class USpringArmComponent* SpringArm;
UPROPERTY(VisibleAnywhere)
class UCameraComponent* Camera;
private:
UPROPERTY(VisibleAnywhere)
class UCWeaponComponent* Weapon;
UPROPERTY(VisibleAnywhere)
class UCMontagesComponent* Montages;
UPROPERTY(VisibleAnywhere)
class UCMovementComponent* Movement;
UPROPERTY(VisibleAnywhere)
class UCStateComponent* State;
/** 파쿠르 */
private:
UPROPERTY(VisibleDefaultsOnly)
class USceneComponent* ArrowGroup;//파쿠르를 위한 ArrowGroup
UPROPERTY(VisibleDefaultsOnly)
class UArrowComponent* Arrows[(int32)EParkourArrowType::Max];
UPROPERTY(VisibleDefaultsOnly)
class UCParkourComponent* Parkour;
/** 파쿠르 */
public:
ACPlayer();
protected:
virtual void BeginPlay() override;
public:
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
UFUNCTION()
void OnStateTypeChanged(EStateType InPrevType, EStateType InNewType);
private:
void OnAvoid();
private:
void BackStep();
public:
void End_BackStep() override;//ICharacter의 함수 오버라이드
public:
void Click_RightButton();
public:
void Landed(const FHitResult& Hit) override;//BP의 OnLanded C++버젼.
};
함수 추가
- void Landed(const FHitResult& Hit) override;
- 블루프린트의 OnLanded의 C++버젼이다. ACharacter에 virtual void Landed(const FHitResult& Hit)가 있다.
CPlayer.cpp
#include "Characters/CPlayer.h"
#include "Global.h"
#include "CAnimInstance.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/InputComponent.h"
#include "Components/CMontagesComponent.h"
#include "Components/CMovementComponent.h"
#include "Components/CWeaponComponent.h"
#include "Components/ArrowComponent.h"
ACPlayer::ACPlayer()
{
CHelpers::CreateComponent<USpringArmComponent>(this, &SpringArm, "SpringArm", GetMesh());
CHelpers::CreateComponent<UCameraComponent>(this, &Camera, "Camera", SpringArm);
CHelpers::CreateActorComponent<UCWeaponComponent>(this, &Weapon, "Weapon");
CHelpers::CreateActorComponent<UCMontagesComponent>(this, &Montages, "Montages");
CHelpers::CreateActorComponent<UCMovementComponent>(this, &Movement, "Movement");
CHelpers::CreateActorComponent<UCStateComponent>(this, &State, "State");
CHelpers::CreateActorComponent<UCParkourComponent>(this, &Parkour, "Parkour");
GetMesh()->SetRelativeLocation(FVector(0, 0, -90));
GetMesh()->SetRelativeRotation(FRotator(0, -90, 0));
USkeletalMesh* mesh;
CHelpers::GetAsset<USkeletalMesh>(&mesh, "SkeletalMesh'/Game/Character/Mesh/SK_Mannequin.SK_Mannequin'");
GetMesh()->SetSkeletalMesh(mesh);
TSubclassOf<UCAnimInstance> animInstance;
CHelpers::GetClass<UCAnimInstance>(&animInstance, "AnimBlueprint'/Game/ABP_Character.ABP_Character_C'");
GetMesh()->SetAnimClass(animInstance);
SpringArm->SetRelativeLocation(FVector(0, 0, 140));
SpringArm->SetRelativeRotation(FRotator(0, 90, 0));
SpringArm->TargetArmLength = 200;
SpringArm->bDoCollisionTest = false;
SpringArm->bUsePawnControlRotation = true;
SpringArm->bEnableCameraLag = true;
GetCharacterMovement()->RotationRate = FRotator(0, 720, 0);
CHelpers::CreateComponent<USceneComponent>(this, &ArrowGroup, "ArrowGroup", GetCapsuleComponent());//ArrowGroup을 생성하고 GetCapsuleComponent 아래로 붙여준다.
//파쿠르에 활용한 Arrows들을 생성한다.
for (int32 i = 0; i < (int32)EParkourArrowType::Max; i++)
{
FString name = StaticEnum<EParkourArrowType>()->GetNameStringByIndex(i);
CHelpers::CreateComponent<UArrowComponent>(this, &Arrows[i], FName(name), ArrowGroup);
switch ((EParkourArrowType)i)
{
case EParkourArrowType::Center:
Arrows[i]->ArrowColor = FColor::Red;
break;
case EParkourArrowType::Ceil:
Arrows[i]->ArrowColor = FColor::Green;
Arrows[i]->SetRelativeLocation(FVector(0, 0, 100));
break;
case EParkourArrowType::Floor:
Arrows[i]->ArrowColor = FColor::Blue;
Arrows[i]->SetRelativeLocation(FVector(0, 0, -80));
break;
case EParkourArrowType::Left:
Arrows[i]->ArrowColor = FColor::Magenta;
Arrows[i]->SetRelativeLocation(FVector(0, -30, 0));
break;
case EParkourArrowType::Right:
Arrows[i]->ArrowColor = FColor::Magenta;
Arrows[i]->SetRelativeLocation(FVector(0, 30, 0));
break;
case EParkourArrowType::Land:
Arrows[i]->ArrowColor = FColor::Yellow;
Arrows[i]->SetRelativeLocation(FVector(200, 0, 100));
Arrows[i]->SetRelativeRotation(FRotator(-90, 0, 0));
break;
}
}
}
void ACPlayer::BeginPlay()
{
Super::BeginPlay();
Movement->OnRun(); //Movement의 기본을 Run으로 설정
Movement->DisableControlRotation();//Movement의 기본을 DisableControlRotation으로 설정
State->OnStateTypeChanged.AddDynamic(this, &ACPlayer::OnStateTypeChanged);
}
void ACPlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", Movement, &UCMovementComponent::OnMoveForward);
PlayerInputComponent->BindAxis("MoveRight", Movement, &UCMovementComponent::OnMoveRight);
PlayerInputComponent->BindAxis("VerticalLook", Movement, &UCMovementComponent::OnVerticalLook);
PlayerInputComponent->BindAxis("HorizontalLook", Movement, &UCMovementComponent::OnHorizontalLook);
PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Pressed, Movement, &UCMovementComponent::OnSprint);
PlayerInputComponent->BindAction("Sprint", EInputEvent::IE_Released, Movement, &UCMovementComponent::OnRun);
PlayerInputComponent->BindAction("Avoid", EInputEvent::IE_Pressed, this, &ACPlayer::OnAvoid);
PlayerInputComponent->BindAction("Fist", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetFistMode);
PlayerInputComponent->BindAction("Sword", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetSwordMode);
PlayerInputComponent->BindAction("Hammer", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetHammerMode);
PlayerInputComponent->BindAction("Warp", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetWarpMode);
PlayerInputComponent->BindAction("Around", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetAroundMode);
PlayerInputComponent->BindAction("Bow", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SetBowMode);
PlayerInputComponent->BindAction("Action", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::DoAction);
//PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Pressed, Weapon, &UCWeaponComponent::SubAction_Pressed);
PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Pressed, this, &ACPlayer::Click_RightButton);
PlayerInputComponent->BindAction("SubAction", EInputEvent::IE_Released, Weapon, &UCWeaponComponent::SubAction_Released);
}
void ACPlayer::OnStateTypeChanged(EStateType InPrevType, EStateType InNewType)
{
switch (InNewType)
{
case EStateType::BackStep: BackStep(); break;
}
}
void ACPlayer::OnAvoid()
{
CheckFalse(State->IsIdleMode());
CheckFalse(Movement->CanMove());
CheckTrue(InputComponent->GetAxisValue("MoveForward") >= 0.0f);//뒷방향을 입력했다면
State->SetBackStepMode();//State을 BackStepMode로 변경한다.
}
void ACPlayer::BackStep()
{
Movement->EnableControlRotation();//정면을 바라본 상태로 뒤로 뛰어야하기 때문에 EnableControlRotation으로 만들어준다.
Montages->PlayBackStepMode();//PlayBackStepMode()를 통해 몽타주 재생.
}
void ACPlayer::End_BackStep()
{
Movement->DisableControlRotation();//Backstep이 끝나면 원래대로 돌려준다.
State->SetIdleMode();//Idle상태로 돌려줌.
}
void ACPlayer::Click_RightButton()
{
if (Weapon->IsUnarmedMode())
{
Parkour->DoParkour();
return;
}
Weapon->SubAction_Pressed();
}
void ACPlayer::Landed(const FHitResult& Hit)
{
Parkour->DoParkour(true);
}
void ACPlayer::Landed(const FHitResult& Hit)
- Parkour->DoParkour(true);
※ 참고: Character.h에 있는 Landed()와 OnLanded() 함수
Parkour 몽타주에 CAnimNotify_End_DoParkour 삽입
모든 파쿠르 몽타주 끝부분에 CAnimNotify_End_DoParkour를 삽입한다.
실행화면
Feet IK
참고
CFeetComponent 생성
새 C++ 클래스 - ActorComponent - CFeetComponent 생성
CFeetComponent.h
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Kismet/KismetSystemLibrary.h"
#include "CFeetComponent.generated.h"
USTRUCT(BlueprintType)
struct FFeetData
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Feet")
FVector LeftDistance; //X
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Feet")
FVector RightDistance; //X
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Feet")
FVector PelvisDistance; //Z
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Feet")
FRotator LeftRotation;
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Feet")
FRotator RightRotation;
};
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class U2212_06_API UCFeetComponent : public UActorComponent
{
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category = "Trace")
TEnumAsByte<EDrawDebugTrace::Type> DrawDebug;
UPROPERTY(EditAnywhere, Category = "Trace")
float InterpSpeed = 50;//발이 움직일 때 보간될 때까지의 속도
UPROPERTY(EditAnywhere, Category = "Trace")
float TraceDistance = 50;//땅까지의 Trace 간격
UPROPERTY(EditAnywhere, Category = "Trace")
float OffsetDistance = 5;//땅에서 살짝 떠있는 값
UPROPERTY(EditAnywhere, Category = "Socket")
FName LeftSocket = "Foot_L";
UPROPERTY(EditAnywhere, Category = "Socket")
FName RightSocket = "Foot_R";
public:
FORCEINLINE FFeetData GetData() { return Data; }
public:
UCFeetComponent();
protected:
virtual void BeginPlay() override;
public:
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
void Trace(FName InName, float& OutDistance, FRotator& OutRotation);
private:
class ACharacter* OwnerCharacter;
FFeetData Data;
};
CFeetComponent.cpp
#include "Components/CFeetComponent.h"
#include "Global.h"
#include "GameFramework/Character.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/CapsuleComponent.h"
#define LOG_UCFeetComponent
UCFeetComponent::UCFeetComponent()
{
PrimaryComponentTick.bCanEverTick = true;
}
void UCFeetComponent::BeginPlay()
{
Super::BeginPlay();
OwnerCharacter = Cast<ACharacter>(GetOwner());
}
void UCFeetComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
float leftDistance, rightDistance;
FRotator leftRotation, rightRotation;
Trace(LeftSocket, leftDistance, leftRotation);
Trace(RightSocket, rightDistance, rightRotation);
float offset = FMath::Min(leftDistance, rightDistance);
Data.PelvisDistance.Z = UKismetMathLibrary::FInterpTo(Data.PelvisDistance.Z, offset, DeltaTime, InterpSpeed);
Data.LeftDistance.X = UKismetMathLibrary::FInterpTo(Data.LeftDistance.X, (leftDistance - offset), DeltaTime, InterpSpeed);
Data.RightDistance.X = UKismetMathLibrary::FInterpTo(Data.RightDistance.X, -(rightDistance - offset), DeltaTime, InterpSpeed);
Data.LeftRotation = UKismetMathLibrary::RInterpTo(Data.LeftRotation, leftRotation, DeltaTime, InterpSpeed);
Data.RightRotation = UKismetMathLibrary::RInterpTo(Data.RightRotation, rightRotation, DeltaTime, InterpSpeed);
#ifdef LOG_UCFeetComponent
CLog::Print(Data.LeftDistance, 11);
CLog::Print(Data.RightDistance, 12);
CLog::Print(Data.PelvisDistance, 13);
CLog::Print(Data.LeftRotation, 14);
CLog::Print(Data.RightRotation, 15);
#endif
}
void UCFeetComponent::Trace(FName InName, float& OutDistance, FRotator& OutRotation)
{
FVector socket = OwnerCharacter->GetMesh()->GetSocketLocation(InName);//socket 위치(World 좌표)
float z = OwnerCharacter->GetActorLocation().Z;//캐릭터의 위치 z값
FVector start = FVector(socket.X, socket.Y, z);//추적을 시작할 start 지점
z = start.Z - OwnerCharacter->GetCapsuleComponent()->GetScaledCapsuleHalfHeight() - TraceDistance;
FVector end = FVector(socket.X, socket.Y, z);
TArray<AActor*> ignores;
ignores.Add(OwnerCharacter);
FHitResult hitResult;
UKismetSystemLibrary::LineTraceSingle(GetWorld(), start, end, ETraceTypeQuery::TraceTypeQuery1, true, ignores, DrawDebug, hitResult, true, FLinearColor::Green, FLinearColor::Red);//TraceTypeQuery1은 Visibility(=보이는 모두 다 충돌).
//값 초기화
OutDistance = 0;
OutRotation = FRotator::ZeroRotator;
CheckFalse(hitResult.bBlockingHit);//충돌이 안 일어나면 return false;
float length = (hitResult.ImpactPoint - hitResult.TraceEnd).Size();
OutDistance = length + OffsetDistance - TraceDistance;
float roll = UKismetMathLibrary::DegAtan2(hitResult.Normal.Y, hitResult.Normal.Z);
float pitch = -UKismetMathLibrary::DegAtan2(hitResult.Normal.X, hitResult.Normal.Z);
OutRotation = FRotator(pitch, 0, roll);
}
BP_CPlayer
CAnimInstance
CAnimInstance.h
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "Components/CWeaponComponent.h"
#include "Components/CFeetComponent.h"
#include "CAnimInstance.generated.h"
UCLASS()
class U2212_06_API UCAnimInstance : public UAnimInstance
{
GENERATED_BODY()
protected:
UPROPERTY(BlueprintReadOnly, Category = "Animation")
float Speed;
UPROPERTY(BlueprintReadOnly, Category = "Animation")
float Pitch;
UPROPERTY(BlueprintReadOnly, Category = "Animation")
float Direction;
UPROPERTY(BlueprintReadOnly, Category = "Animation")
bool bBow_Aiming;
//Feet IK
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "InverseKinemetics")
bool bFeet;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "InverseKinemetics")
FFeetData FeetData;
protected:
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Animation")
EWeaponType WeaponType = EWeaponType::Max;
public:
void NativeBeginPlay() override;
void NativeUpdateAnimation(float DeltaSeconds) override;
private:
UFUNCTION()
void OnWeaponTypeChanged(EWeaponType InPrevType, EWeaponType InNewType);
private:
class ACharacter* OwnerCharacter;
class UCWeaponComponent* Weapon;
private:
FRotator PrevRotation;
};
헤더 추가
- #include "Components/CFeetComponent.h"
변수 추가
- UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "InverseKinemetics")
bool bFeet; - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "InverseKinemetics")
FFeetData FeetData;
CAnimInstance.cpp
#include "Characters/CAnimInstance.h"
#include "Global.h"
#include "GameFramework/Character.h"
#include "Weapons/CSubAction.h"
#include "Parkour/CParkourComponent.h"
#include "Components/CFeetComponent.h"
void UCAnimInstance::NativeBeginPlay()
{
Super::NativeBeginPlay();
OwnerCharacter = Cast<ACharacter>(TryGetPawnOwner());
CheckNull(OwnerCharacter);
Weapon = CHelpers::GetComponent<UCWeaponComponent>(OwnerCharacter);
if (!!Weapon)
Weapon->OnWeaponTypeChange.AddDynamic(this, &UCAnimInstance::OnWeaponTypeChanged);
}
void UCAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
CheckNull(OwnerCharacter);
Speed = OwnerCharacter->GetVelocity().Size2D();
FRotator rotator = OwnerCharacter->GetVelocity().ToOrientationRotator();
FRotator rotator2 = OwnerCharacter->GetControlRotation();
FRotator delta = UKismetMathLibrary::NormalizedDeltaRotator(rotator, rotator2);
PrevRotation = UKismetMathLibrary::RInterpTo(PrevRotation, delta, DeltaSeconds, 25);
Direction = PrevRotation.Yaw;
Pitch = UKismetMathLibrary::FInterpTo(Pitch, OwnerCharacter->GetBaseAimRotation().Pitch, DeltaSeconds, 25);
CheckNull(Weapon);//무기가 있는지 확인
/** 파쿠르*/
UCParkourComponent* parkour = CHelpers::GetComponent<UCParkourComponent>(OwnerCharacter);
UCFeetComponent* feet = CHelpers::GetComponent<UCFeetComponent>(OwnerCharacter);
bFeet = false;
if(Weapon->IsUnarmedMode())
{
if (!!parkour && !!feet)
{
bFeet = parkour->IsExecuting() == false;//EParkourType::Max라면 false==false가 되어 bFeet은 true, EParkourType::Max가 아닌 상황이라면 true==false가 되어 bFeet은 false.
FeetData = feet->GetData();//FFeetData를 넣어준다.
}
else if (!!feet)
{
bFeet = true;
FeetData = feet->GetData();
}
}
/** 파쿠르*/
/** 활*/
if (!!Weapon->GetSubAction())
{
bBow_Aiming = true;
bBow_Aiming &= WeaponType == EWeaponType::Bow;
bBow_Aiming &= Weapon->GetSubAction()->GetInAction();
}
/** 활*/
}
void UCAnimInstance::OnWeaponTypeChanged(EWeaponType InPrevType, EWeaponType InNewType)
{
WeaponType = InNewType;
}
헤더 추가
- #include "Parkour/CParkourComponent.h"
- #include "Components/CFeetComponent.h"
void UCAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
- UCParkourComponent* parkour = CHelpers::GetComponent<UCParkourComponent>(OwnerCharacter);
UCFeetComponent* feet = CHelpers::GetComponent<UCFeetComponent>(OwnerCharacter);
bFeet = false;
if (!!parkour && !!feet)
{
bFeet = parkour->IsExecuting() == false;
FeetData = feet->GetData();
}
else if (!!feet)
{
bFeet = true;
FeetData = feet->GetData();
}
실행화면
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