Merge movement-component #1
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@ -5,7 +5,7 @@
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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AEnemyCharacter::AEnemyCharacter()
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AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer) : ANakatomiCharacter(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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@ -27,7 +27,7 @@ private:
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FTimerHandle CooldownTimerHandle;
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FTimerHandle CooldownTimerHandle;
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public:
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public:
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AEnemyCharacter();
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AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
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||||||
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|
||||||
UBehaviorTree* GetBehaviourTree();
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UBehaviorTree* GetBehaviourTree();
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||||||
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||||||
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@ -3,12 +3,17 @@
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#include "NakatomiCharacter.h"
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#include "NakatomiCharacter.h"
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#include "NakatomiCMC.h"
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// Sets default values
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// Sets default values
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ANakatomiCharacter::ANakatomiCharacter()
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ANakatomiCharacter::ANakatomiCharacter(const FObjectInitializer& ObjectInitializer) : Super(
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ObjectInitializer.SetDefaultSubobjectClass<UNakatomiCMC>(ACharacter::CharacterMovementComponentName))
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{
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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||||||
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NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
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HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
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HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
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||||||
HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
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HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
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@ -5,6 +5,7 @@
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||||||
#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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||||||
#include "HealthComponent.h"
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#include "HealthComponent.h"
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||||||
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#include "NakatomiCMC.h"
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||||||
#include "Throwable.h"
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#include "Throwable.h"
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||||||
#include "Weapon.h"
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#include "Weapon.h"
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||||||
#include "NakatomiCharacter.generated.h"
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#include "NakatomiCharacter.generated.h"
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||||||
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@ -38,6 +39,10 @@ public:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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||||||
TArray<TSubclassOf<AThrowable>> ThrowableInventory;
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TArray<TSubclassOf<AThrowable>> ThrowableInventory;
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||||||
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protected:
|
||||||
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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||||||
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UNakatomiCMC* NakatomiCMC;
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||||||
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|
||||||
private:
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private:
|
||||||
UPROPERTY(VisibleDefaultsOnly)
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UPROPERTY(VisibleDefaultsOnly)
|
||||||
UHealthComponent* HealthComponent = nullptr;
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UHealthComponent* HealthComponent = nullptr;
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||||||
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@ -47,9 +52,10 @@ private:
|
||||||
UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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||||||
int MaximumThrowableInventorySize = 4;
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int MaximumThrowableInventorySize = 4;
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Sets default values for this character's properties
|
// Sets default values for this character's properties
|
||||||
ANakatomiCharacter();
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ANakatomiCharacter(const FObjectInitializer& ObjectInitializer);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// Called when the game starts or when spawned
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// Called when the game starts or when spawned
|
||||||
|
|
|
@ -19,7 +19,7 @@
|
||||||
#define COLLISION_WEAPON ECC_GameTraceChannel1
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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||||||
|
|
||||||
// Sets default values
|
// Sets default values
|
||||||
APlayerCharacter::APlayerCharacter()
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APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer) : ANakatomiCharacter(ObjectInitializer)
|
||||||
{
|
{
|
||||||
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||||
PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
|
||||||
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|
|
@ -14,6 +14,7 @@
|
||||||
#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
|
||||||
#include "Perception/AIPerceptionStimuliSourceComponent.h"
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#include "Perception/AIPerceptionStimuliSourceComponent.h"
|
||||||
#include "InteractableComponent.h"
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#include "InteractableComponent.h"
|
||||||
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#include "NakatomiCMC.h"
|
||||||
#include "Throwable.h"
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#include "Throwable.h"
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||||||
#include "PlayerCharacter.generated.h"
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#include "PlayerCharacter.generated.h"
|
||||||
|
|
||||||
|
@ -95,6 +96,9 @@ protected:
|
||||||
float DefaultAimSensitivity = 45.0f;
|
float DefaultAimSensitivity = 45.0f;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
// UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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||||||
|
// UNakatomiCMC* NakatomiCMC;
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||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
|
||||||
USpringArmComponent* CameraSpringArmComponent = nullptr;
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USpringArmComponent* CameraSpringArmComponent = nullptr;
|
||||||
|
|
||||||
|
@ -132,7 +136,7 @@ private:
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Sets default values for this character's properties
|
// Sets default values for this character's properties
|
||||||
APlayerCharacter();
|
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// Called when the game starts or when spawned
|
// Called when the game starts or when spawned
|
||||||
|
|
Loading…
Reference in New Issue