Add HealthPickup Functionality
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@ -1,7 +1,5 @@
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#include "HealthPickup.h"
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#include "PlayerCharacter.h"
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#include "HealthPickup.h"
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// Sets default values
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// Sets default values
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@ -15,7 +13,6 @@ AHealthPickup::AHealthPickup()
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void AHealthPickup::BeginPlay()
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void AHealthPickup::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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}
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}
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// Called every frame
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// Called every frame
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@ -24,3 +21,16 @@ void AHealthPickup::Tick(float DeltaTime)
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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}
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}
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void AHealthPickup::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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const auto Player = Cast<APlayerCharacter>(OtherActor);
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if (Player)
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{
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Player->GetHealthComponent()->IncrementHealth(Health);
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}
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Super::OnOverlapBegin(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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@ -1,6 +1,5 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "Pickup.h"
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#include "Pickup.h"
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#include "HealthPickup.generated.h"
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#include "HealthPickup.generated.h"
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@ -9,6 +8,10 @@ class NAKATOMI_API AHealthPickup : 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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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float Health = 20.0f;
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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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AHealthPickup();
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AHealthPickup();
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@ -20,4 +23,8 @@ protected:
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public:
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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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virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult) override;
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};
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};
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