Add new Weapon HUD UI
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Content/UI/WidgetHUD.uasset (Stored with Git LFS)
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Content/UI/WidgetHUD.uasset (Stored with Git LFS)
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@ -412,7 +412,7 @@ int APlayerCharacter::GetCurrentAmmoCount()
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{
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{
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if (CurrentWeapon == nullptr)
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if (CurrentWeapon == nullptr)
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{
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{
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return -1;
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return 0;
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}
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}
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return CurrentWeapon->GetAmmoCount();
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return CurrentWeapon->GetAmmoCount();
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@ -422,8 +422,38 @@ float APlayerCharacter::GetCurrentHealthCount()
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{
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{
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if (!GetHealthComponent())
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if (!GetHealthComponent())
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{
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{
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return -1;
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return 0;
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}
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}
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return GetHealthComponent()->GetCurrentHealth();
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return GetHealthComponent()->GetCurrentHealth();
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}
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}
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int APlayerCharacter::GetWeaponProjectiles()
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{
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if (CurrentWeapon == nullptr)
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{
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return 0;
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}
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return CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot;
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}
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float APlayerCharacter::GetWeaponCooldown()
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{
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if (CurrentWeapon == nullptr)
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{
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return 0;
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}
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return CurrentWeapon->GetWeaponProperties()->WeaponCooldown;
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}
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float APlayerCharacter::GetWeaponSpread()
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{
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if (CurrentWeapon == nullptr)
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{
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return 0;
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}
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return CurrentWeapon->GetWeaponProperties()->WeaponSpread;
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}
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@ -129,6 +129,15 @@ public:
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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float GetCurrentHealthCount();
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float GetCurrentHealthCount();
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UFUNCTION(BlueprintCallable)
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int GetWeaponProjectiles();
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UFUNCTION(BlueprintCallable)
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float GetWeaponCooldown();
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UFUNCTION(BlueprintCallable)
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float GetWeaponSpread();
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protected:
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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