1 minute read

개인 프로젝트의 데이터 관련 내용입니다.

Player

Player Data Table

  • Level, MaxHP, MaxShield, MaxMP, Defense, ShieldRechargeDelay, ShieldRechargeRate, NextExp, MasterExp,

PlayerStat

  • MovementSpeedOnIdle, MovementSpeedOnAiming, MovementSpeedOnShooting, MovementSpeedOnRunning, JumpHeight, SpringArmDistanceOnIdle, SpringArmDistanceOnAiming, GrapplingHookDistance
  • CharacterName

Monster

Monster Data Table

  • Level, MaxHP, MaxShield, ShieldRechargeRate, ShieldRechargeDelay, Defense, DropExp

Monster Stat

  • Monster Data Table
  • DetectitonRange, AttackType, AttackRange, MovementSpeed, AttackRate
  • To ADD
    • MonsterType, Name, MonsterRank,

Player Data To Save

  • Level
  • Exp
  • Resource
  • Equipment

Weapon Data

  • MaxRange, BulletDamage, FireRate, CriticalHitChance, CriticalHitMultiplier, DamageReduceDistance, ReloadTime, BulletsPerCatridge, MagazineCapacity
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Attack)
	float MaxRange = 10000.f;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	float BulletDamage = 50.f;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	float FireRate = 500.f;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	float CriticalHitChance = 0.03f;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	float CriticalHitMultiplier = 1.5f;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	float DamageReduceDistance = 1000.f;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	float ReloadTime = 5.f;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	int32 BulletsPerCatridge = 1;

	UPROPERTY(Transient, VisibleInstanceOnly, BlueprintReadWrite, Category = Attack)
	int32 MagazineCapacity = 20;

Resource Data

  • MaxRifleAmmo, MaxPistolAmmo, MaxShotgunAmmo, CurrentRifleAmmo, CurrentPistolAmmo, CurrentShotgunAmmo, RoundsRemaining
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
	int32 MaxRifleAmmo = 1000;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
	int32 MaxPistolAmmo = 0;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
	int32 MaxShotgunAmmo = 0;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
	int32 CurrentRifleAmmo = 1000;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
	int32 CurrentPistolAmmo = 0;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
	int32 CurrentShotgunAmmo = 0;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Resource, meta = (AllowPrivateAccess = "true"))
	int32 RoundsRemaining = 0;

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