Make hearing and damaged perception events
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@ -160,7 +160,6 @@ void AEnemyAIController::OnPerceptionUpdated(const TArray<AActor*>& actors)
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else if (stimulus.Type == HearingID)
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else if (stimulus.Type == HearingID)
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{
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{
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SensedHearing(actor, stimulus);
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SensedHearing(actor, stimulus);
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stimulus.StimulusLocation;
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}
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}
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else if (stimulus.Type == DamageID)
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else if (stimulus.Type == DamageID)
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{
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{
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@ -2,6 +2,7 @@
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#include "EnemyCharacter.h"
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#include "EnemyCharacter.h"
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#include "EnemyAIController.h"
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#include "EnemyAIController.h"
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#include "EnemyHealthComponent.h"
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#include "InteractableComponent.h"
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#include "InteractableComponent.h"
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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@ -10,6 +11,10 @@ AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer) :
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{
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{
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RandomWeaponParameters = CreateDefaultSubobject<URandomWeaponParameters>(TEXT("Random Weapon Parameters"));
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RandomWeaponParameters = CreateDefaultSubobject<URandomWeaponParameters>(TEXT("Random Weapon Parameters"));
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auto healthComponent = CreateDefaultSubobject<UEnemyHealthComponent>(TEXT("Health Component"));
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SetHealthComponent(healthComponent);
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GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
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GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath");
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GetHealthComponent()->SetMaxHealth(100.0f);
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GetHealthComponent()->SetMaxHealth(100.0f);
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this->Tags.Add(FName("Enemy"));
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this->Tags.Add(FName("Enemy"));
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@ -0,0 +1,36 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "EnemyHealthComponent.h"
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#include "EnemyAIController.h"
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#include "EnemyCharacter.h"
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void UEnemyHealthComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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void UEnemyHealthComponent::TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
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AController* instigatedBy, AActor* damageCauser)
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{
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if (damagedActor == nullptr || IsDead || !CanDamage)
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{
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return;
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}
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CurrentHealth -= damage;
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AEnemyCharacter* enemyCharacter = Cast<AEnemyCharacter>(damagedActor);
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UAISense_Damage::ReportDamageEvent(GetWorld(), damagedActor, damageCauser, 1,
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damageCauser->GetTransform().GetLocation(),
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damageCauser->GetTransform().GetLocation());
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OnDamaged.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
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if (CurrentHealth <= 0.0f)
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{
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IsDead = true;
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OnDeath.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
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}
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}
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@ -0,0 +1,22 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "HealthComponent.h"
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#include "EnemyHealthComponent.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UEnemyHealthComponent : public UHealthComponent
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType, AController* instigatedBy, AActor* damageCauser) override;
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};
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@ -39,7 +39,7 @@ public:
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FOnDamageDelegate OnDamaged;
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FOnDamageDelegate OnDamaged;
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FOnDeathDelegate OnDeath;
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FOnDeathDelegate OnDeath;
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private:
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protected:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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float MaxHealth = 100.f;
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float MaxHealth = 100.f;
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@ -55,7 +55,7 @@ public:
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UHealthComponent();
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UHealthComponent();
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UFUNCTION()
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UFUNCTION()
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void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType, AController* instigatedBy,
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virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType, AController* instigatedBy,
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AActor* damageCauser);
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AActor* damageCauser);
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UFUNCTION()
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UFUNCTION()
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@ -14,9 +14,12 @@ ANakatomiCharacter::ANakatomiCharacter(const FObjectInitializer& ObjectInitializ
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NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
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NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
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HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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// if (!HealthComponent)
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HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
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// {
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HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
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// HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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// HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
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// HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
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// }
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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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@ -30,6 +30,10 @@ APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer)
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//bUseControllerRotationYaw = true;
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//bUseControllerRotationYaw = true;
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//bUseControllerRotationRoll = false;
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//bUseControllerRotationRoll = false;
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SetHealthComponent(CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component")));
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GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
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GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath");
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// Setup the camera boom
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// Setup the camera boom
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CameraSpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArmComponent"));
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CameraSpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArmComponent"));
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CameraSpringArmComponent->SetupAttachment(RootComponent);
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CameraSpringArmComponent->SetupAttachment(RootComponent);
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@ -398,6 +402,7 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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{
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{
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
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GetController(), this);
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GetController(), this);
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if (!healthComponent->GetIsDead())
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if (!healthComponent->GetIsDead())
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{
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{
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OnEnemyHit.ExecuteIfBound();
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OnEnemyHit.ExecuteIfBound();
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@ -437,6 +442,8 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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true);
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true);
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}
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}
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}
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}
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MakeNoise(1, this, Hit.Location);
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}
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}
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}
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}
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@ -639,6 +646,8 @@ void APlayerCharacter::OnFire()
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CurrentWeapon->PlayFireSoundAtLocation(this->GetTransform().GetLocation());
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CurrentWeapon->PlayFireSoundAtLocation(this->GetTransform().GetLocation());
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MakeNoise(1,this, this->GetTransform().GetLocation());
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PlayOnFireAnimations();
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PlayOnFireAnimations();
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CurrentWeapon->SetCurrentWeaponStatus(Cooldown);
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CurrentWeapon->SetCurrentWeaponStatus(Cooldown);
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