Play animation when Updating Health
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Content/UI/EnemyHealthbar/EnemyHealthbar.uasset (Stored with Git LFS)
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Content/UI/EnemyHealthbar/EnemyHealthbar.uasset (Stored with Git LFS)
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Content/UI/EnemyHealthbar/M_WhitePixel.uasset (Stored with Git LFS)
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Content/UI/EnemyHealthbar/M_WhitePixel.uasset (Stored with Git LFS)
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@ -13,7 +13,8 @@ void UEnemyHealthbarUserWidget::BindOwner(AEnemyCharacter* NewOwner)
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{
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{
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auto healthComponent = Owner->GetHealthComponent();
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auto healthComponent = Owner->GetHealthComponent();
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healthComponent->OnDamaged.BindUFunction(this, "UpdateHealthbar");
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healthComponent->OnDamaged.BindUFunction(this, "UpdateHealthbar");
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UpdateHealthbar();
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float percent = Owner->GetHealthComponent()->GetCurrentHealth() / Owner->GetHealthComponent()->GetMaxHealth();
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Healthbar->SetPercent(percent);
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}
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}
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}
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}
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@ -23,5 +24,6 @@ void UEnemyHealthbarUserWidget::UpdateHealthbar()
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{
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{
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float percent = Owner->GetHealthComponent()->GetCurrentHealth() / Owner->GetHealthComponent()->GetMaxHealth();
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float percent = Owner->GetHealthComponent()->GetCurrentHealth() / Owner->GetHealthComponent()->GetMaxHealth();
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Healthbar->SetPercent(percent);
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Healthbar->SetPercent(percent);
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PlayAnimation(RevealHealthbar);
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}
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}
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}
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}
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@ -21,6 +21,9 @@ public:
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UProgressBar* Healthbar;
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UProgressBar* Healthbar;
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UPROPERTY(Transient, meta = (BindWidgetAnim))
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UWidgetAnimation* RevealHealthbar;
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AEnemyCharacter* Owner;
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AEnemyCharacter* Owner;
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public:
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public:
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