Add Throw Explosive Animation Notifier
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../AnimNotify/NakatomiThrowExplosiveNotify.h"
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#include "Nakatomi/PlayerCharacter.h"
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void UNakatomiThrowExplosiveNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
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{
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APlayerCharacter* Character = Cast<APlayerCharacter>(MeshComp->GetOwner());
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if (Character != nullptr)
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{
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Character->ThrowExplosive();
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}
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}
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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 "Animation/AnimNotifies/AnimNotify.h"
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#include "NakatomiThrowExplosiveNotify.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 UNakatomiThrowExplosiveNotify : public UAnimNotify
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{
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GENERATED_BODY()
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public:
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virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
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};
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@ -731,8 +731,12 @@ void APlayerCharacter::ThrowExplosiveCallback()
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{
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if (ThrowableInventory.Num() > 0)
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{
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PlayAnimMontage(ThrowAnimMontage);
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PlayAnimMontage(ThrowExplosiveAnimMontage);
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}
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}
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void APlayerCharacter::ThrowExplosive()
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{
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FVector Location;
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FVector BoxExtent;
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GetActorBounds(true, Location, BoxExtent, false);
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@ -743,7 +747,6 @@ void APlayerCharacter::ThrowExplosiveCallback()
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SpawnLocation.Z += BoxExtent.Z;
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GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
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}
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}
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AThrowable* APlayerCharacter::ThrowThrowable()
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@ -86,6 +86,9 @@ public:
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* ThrowWeaponAnimMontage;
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* ThrowExplosiveAnimMontage;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float SprintSpeedMultiplier = 2.0f;
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@ -221,6 +224,8 @@ public:
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void ThrowExplosiveCallback();
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void ThrowExplosive();
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AThrowable* ThrowThrowable();
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UFUNCTION(BlueprintCallable)
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