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Payback 0.0.1
CK Graduation Project
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#include "CK_GameplayTags.h"
함수 | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISDEAD, "Character.State.IsDead") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISSTUN, "Character.State.IsStun") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISSTUN_START, "Character.State.IsStun.Start") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISSTUN_End, "Character.State.IsStun.End") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISDASHING, "Character.State.IsDashing") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISBLOCKMOVEMENT, "Character.State.IsBlockMovement") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISINVINCIBLE, "Character.State.IsInvincible") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL, "Character.State.Combat.Skill") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL_Q, "Character.State.Combat.Skill.Q") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_COMBOWINDOW, "Character.State.Combat.ComboWindow") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_DAMAGE, "GameplayCue.Damage") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_COMBAT_HIT, "GameplayCue.Combat.Hit") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_COST, "Data.Cost") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_COOLDOWN, "Data.Cooldown") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_BUNDLE_LEVEL, "Bundle.Level.StreamingData") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_BUNDLE_LEVEL_TEST, "Bundle.Level.Test") | |
| UE_DEFINE_GAMEPLAY_TAG (TAG_STATETREE_EVENT_ENDABILITY, "StateTree.Event.AbilityEnd") | |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_BUNDLE_LEVEL | , |
| "Bundle.Level.StreamingData" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_BUNDLE_LEVEL_TEST | , |
| "Bundle.Level.Test" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_COMBAT_COMBOWINDOW | , |
| "Character.State.Combat.ComboWindow" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_COMBAT_SKILL | , |
| "Character.State.Combat.Skill" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_COMBAT_SKILL_Q | , |
| "Character.State.Combat.Skill.Q" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISBLOCKMOVEMENT | , |
| "Character.State.IsBlockMovement" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISDASHING | , |
| "Character.State.IsDashing" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISDEAD | , |
| "Character.State.IsDead" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISINVINCIBLE | , |
| "Character.State.IsInvincible" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISSTUN | , |
| "Character.State.IsStun" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISSTUN_End | , |
| "Character.State.IsStun.End" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISSTUN_START | , |
| "Character.State.IsStun.Start" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CUE_COMBAT_HIT | , |
| "GameplayCue.Combat.Hit" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CUE_DAMAGE | , |
| "GameplayCue.Damage" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_COOLDOWN | , |
| "Data.Cooldown" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_COST | , |
| "Data.Cost" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_STATETREE_EVENT_ENDABILITY | , |
| "StateTree.Event.AbilityEnd" | |||
| ) |