Move generic pickup functionality to base Pickup class
This commit is contained in:
parent
b1eed2ff2e
commit
79d61a200e
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@ -2,13 +2,25 @@
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#include "Pickup.h"
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#include "Pickup.h"
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#include "PlayerCharacter.h"
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// Sets default values
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// Sets default values
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APickup::APickup()
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APickup::APickup()
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{
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.SetTickFunctionEnable(true);
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PrimaryActorTick.bStartWithTickEnabled = true;
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
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SphereComponent->SetSphereRadius(25.0f, true);
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SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndProbe);
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SphereComponent->SetupAttachment(RootComponent);
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PointLightComponent = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLightComponent"));
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PointLightComponent->SetLightColor(FLinearColor::FromSRGBColor(LightColor));
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PointLightComponent->SetupAttachment(RootComponent);
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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@ -16,12 +28,28 @@ void APickup::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APickup::OnOverlapBegin);
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PointLightComponent->SetWorldLocation(this->GetActorLocation());
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}
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}
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// Called every frame
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// Called every frame
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void APickup::Tick(float DeltaTime)
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void APickup::Tick(const float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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PointLightComponent->MarkRenderStateDirty();
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// We have to do this because Unreal doesn't like it when you create lights in c++ apparently ::pain::
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const float Sin = FMath::Abs(FMath::Sin(GetWorld()->GetRealTimeSeconds() * (LightFadeSpeed / 2)));
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//PointLightComponent->SetLightBrightness(sin * MaxLightBrightness);
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PointLightComponent->SetLightBrightness(Sin * MaxLightBrightness);
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}
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}
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void APickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (Cast<APlayerCharacter>(OtherActor))
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{
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this->Destroy();
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}
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}
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@ -2,6 +2,8 @@
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#pragma once
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#pragma once
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#include <Components/PointLightComponent.h>
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#include <Components/SphereComponent.h>
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/Actor.h"
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#include "Pickup.generated.h"
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#include "Pickup.generated.h"
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@ -11,6 +13,23 @@ class NAKATOMI_API APickup : public AActor
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float LightFadeSpeed = 1.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float MaxLightBrightness = 5000.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FColor LightColor = FColor::White;
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private:
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UPROPERTY()
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USphereComponent* SphereComponent;
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UPROPERTY()
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UPointLightComponent* PointLightComponent;
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public:
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public:
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// Sets default values for this actor's properties
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// Sets default values for this actor's properties
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APickup();
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APickup();
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@ -23,4 +42,8 @@ public:
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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UFUNCTION()
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virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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};
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};
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@ -1,25 +1,11 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponPickup.h"
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#include "WeaponPickup.h"
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#include "PlayerCharacter.h"
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// Sets default values
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// Sets default values
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AWeaponPickup::AWeaponPickup()
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AWeaponPickup::AWeaponPickup()
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{
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.SetTickFunctionEnable(true);
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PrimaryActorTick.bStartWithTickEnabled = true;
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
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SphereComponent->SetSphereRadius(25.0f, true);
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SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndProbe);
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SphereComponent->SetupAttachment(RootComponent);
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PointLightComponent = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLightComponent"));
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PointLightComponent->SetLightColor(FLinearColor::FromSRGBColor(LightColor));
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PointLightComponent->SetupAttachment(RootComponent);
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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@ -31,13 +17,10 @@ void AWeaponPickup::BeginPlay()
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{
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{
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SpawnWeapon();
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SpawnWeapon();
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}
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}
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AWeaponPickup::OnOverlapBegin);
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PointLightComponent->SetWorldLocation(this->GetActorLocation());
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}
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}
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// Called every frame
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// Called every frame
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void AWeaponPickup::Tick(float DeltaTime)
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void AWeaponPickup::Tick(const float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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@ -47,15 +30,10 @@ void AWeaponPickup::Tick(float DeltaTime)
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WeaponComponent->AddActorLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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WeaponComponent->AddActorLocalRotation((SpinRotation * RotationSpeed) * DeltaTime);
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// Bob weapon up and down
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// Bob weapon up and down
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float Time = GetWorld()->GetRealTimeSeconds();
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const float Time = GetWorld()->GetRealTimeSeconds();
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float Sine = FMath::Sin(Time * MovementSpeed);
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const float Sine = FMath::Sin(Time * MovementSpeed);
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WeaponComponent->SetActorLocation(WeaponStartingLocation + ((MovementDirection * Sine) * MovementDistance));
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WeaponComponent->SetActorLocation(WeaponStartingLocation + ((MovementDirection * Sine) * MovementDistance));
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}
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}
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PointLightComponent->MarkRenderStateDirty();
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// We have to do this because Unreal doesn't like it when you create lights in c++ apparently ::pain::
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float sin = FMath::Abs(FMath::Sin(GetWorld()->GetRealTimeSeconds() * (MovementSpeed / 2)));
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PointLightComponent->SetLightBrightness(sin * MaxLightBrightness);
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}
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}
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void AWeaponPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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void AWeaponPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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@ -63,21 +41,22 @@ void AWeaponPickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AAc
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const FHitResult& SweepResult)
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const FHitResult& SweepResult)
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{
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{
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// TODO: Add extra checking here
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// TODO: Add extra checking here
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auto player = Cast<APlayerCharacter>(OtherActor);
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if (player && Weapon)
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const auto Player = Cast<APlayerCharacter>(OtherActor);
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if (Player && Weapon)
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{
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{
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player->AddWeaponToInventory(Weapon);
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Player->AddWeaponToInventory(Weapon);
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player->WeaponInventory.Last()->SetWeaponProperties(*WeaponComponent->GetWeaponProperties());
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Player->WeaponInventory.Last()->SetWeaponProperties(*WeaponComponent->GetWeaponProperties());
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this->Destroy();
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WeaponComponent->Destroy();
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WeaponComponent->Destroy();
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}
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}
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Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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}
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void AWeaponPickup::SetWeapon(TSubclassOf<class AWeapon> weapon)
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void AWeaponPickup::SetWeapon(const TSubclassOf<AWeapon> NewWeapon)
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{
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{
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Weapon = weapon;
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Weapon = NewWeapon;
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if (WeaponComponent)
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if (WeaponComponent)
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{
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{
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@ -92,7 +71,7 @@ FWeaponProperties* AWeaponPickup::GetWeaponProperties()
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return &WeaponProperties;
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return &WeaponProperties;
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}
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}
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void AWeaponPickup::SetWeaponProperties(FWeaponProperties FWeaponProperties)
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void AWeaponPickup::SetWeaponProperties(const FWeaponProperties& FWeaponProperties) const
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{
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{
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WeaponComponent->SetWeaponProperties(FWeaponProperties);
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WeaponComponent->SetWeaponProperties(FWeaponProperties);
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}
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}
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@ -102,7 +81,7 @@ void AWeaponPickup::SpawnWeapon()
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FActorSpawnParameters SpawnParameters;
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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WeaponComponent = GetWorld()->SpawnActor<AWeapon>(Weapon, SpawnParameters);
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WeaponComponent = GetWorld()->SpawnActor<AWeapon>(Weapon, SpawnParameters);
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FAttachmentTransformRules TransformRules = FAttachmentTransformRules(
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const FAttachmentTransformRules TransformRules = FAttachmentTransformRules(
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EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, true);
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EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget, true);
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WeaponComponent->AttachToComponent(RootComponent, TransformRules);
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WeaponComponent->AttachToComponent(RootComponent, TransformRules);
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WeaponComponent->SetActorRelativeLocation(FVector(0.0f, 0.0f, 5.0f));
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WeaponComponent->SetActorRelativeLocation(FVector(0.0f, 0.0f, 5.0f));
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@ -2,22 +2,18 @@
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#pragma once
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#pragma once
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#include <Components/PointLightComponent.h>
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#include "Pickup.h"
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#include "Components/SphereComponent.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "PlayerCharacter.h"
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#include "Weapon.h"
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#include "Weapon.h"
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#include "WeaponPickup.generated.h"
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#include "WeaponPickup.generated.h"
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UCLASS()
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UCLASS()
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class NAKATOMI_API AWeaponPickup : public AActor
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class NAKATOMI_API AWeaponPickup : public APickup
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class AWeapon> Weapon;
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TSubclassOf<AWeapon> Weapon;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FVector MovementDirection = FVector(0.0f, 0.0f, 1.0f);
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FVector MovementDirection = FVector(0.0f, 0.0f, 1.0f);
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float RotationSpeed = 50.0f;
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float RotationSpeed = 50.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float MaxLightBrightness = 5000.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FColor LightColor = FColor::White;
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private:
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private:
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UPROPERTY()
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USphereComponent* SphereComponent;
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UPROPERTY()
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UPROPERTY()
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AWeapon* WeaponComponent;
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AWeapon* WeaponComponent;
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@ -52,9 +39,6 @@ private:
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FWeaponProperties WeaponProperties;
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FWeaponProperties WeaponProperties;
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UPROPERTY()
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UPointLightComponent* PointLightComponent;
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public:
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public:
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// Sets default values for this actor's properties
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// Sets default values for this actor's properties
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AWeaponPickup();
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AWeaponPickup();
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@ -67,15 +51,15 @@ public:
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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UFUNCTION()
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virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) override;
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void SetWeapon(TSubclassOf<class AWeapon> weapon);
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void SetWeapon(TSubclassOf<AWeapon> NewWeapon);
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FWeaponProperties* GetWeaponProperties();
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FWeaponProperties* GetWeaponProperties();
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void SetWeaponProperties(FWeaponProperties FWeaponProperties);
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void SetWeaponProperties(const FWeaponProperties& FWeaponProperties) const;
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private:
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private:
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void SpawnWeapon();
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void SpawnWeapon();
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