Bind OnDeath and OnDamaged in BeginPlay on character
This commit is contained in:
		
							parent
							
								
									a2186205cc
								
							
						
					
					
						commit
						0d463d1ba2
					
				
							
								
								
									
										
											BIN
										
									
								
								Content/Enemy/DemolitionWorker/AIC_DemolitionWorker.uasset
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Content/Enemy/DemolitionWorker/AIC_DemolitionWorker.uasset
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								Content/Enemy/DemolitionWorker/C_DemolitionWorker.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Content/Enemy/DemolitionWorker/C_DemolitionWorker.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
										
											Binary file not shown.
										
									
								
							| @ -4,11 +4,20 @@ | |||||||
| #include "DemolitionCharacter.h" | #include "DemolitionCharacter.h" | ||||||
| #include <Kismet/GameplayStatics.h> | #include <Kismet/GameplayStatics.h> | ||||||
| 
 | 
 | ||||||
|  | #include "EnemyAIController.h" | ||||||
|  | 
 | ||||||
|  | ADemolitionCharacter::ADemolitionCharacter(const FObjectInitializer& ObjectInitializer) : AEnemyCharacter(ObjectInitializer) | ||||||
|  | { | ||||||
|  | } | ||||||
|  | 
 | ||||||
| void ADemolitionCharacter::BeginPlay() | void ADemolitionCharacter::BeginPlay() | ||||||
| { | { | ||||||
| 	Super::BeginPlay(); | 	Super::BeginPlay(); | ||||||
| 	 | 	 | ||||||
| 	GetHealthComponent()->OnDeath.BindUFunction(this, "Explode"); | 	GetHealthComponent()->OnDeath.BindUFunction(this, "Explode"); | ||||||
|  | 	auto controller = Cast<AEnemyAIController>(GetController()); | ||||||
|  | 	GetHealthComponent()->OnDeath.BindUFunction(controller, "OnDeath"); | ||||||
|  | 	GetHealthComponent()->OnDamaged.BindUFunction(controller, "OnDamaged"); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void ADemolitionCharacter::Explode() | void ADemolitionCharacter::Explode() | ||||||
|  | |||||||
| @ -30,6 +30,11 @@ protected: | |||||||
| 	UPROPERTY(EditDefaultsOnly) | 	UPROPERTY(EditDefaultsOnly) | ||||||
| 	float MaxDamage = 150.f; | 	float MaxDamage = 150.f; | ||||||
| 
 | 
 | ||||||
|  | public: | ||||||
|  | 	ADemolitionCharacter(const FObjectInitializer& ObjectInitializer); | ||||||
|  | 
 | ||||||
|  | protected: | ||||||
|  | 
 | ||||||
| 	virtual void BeginPlay() override; | 	virtual void BeginPlay() override; | ||||||
| 
 | 
 | ||||||
| public: | public: | ||||||
|  | |||||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user