2025-02-05 23:12:03 +00:00
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// Louis Hobbs | 2024-2025
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2024-06-12 21:42:22 +01:00
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#pragma once
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#include "CoreMinimal.h"
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2025-02-16 22:29:37 +00:00
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#include "PickupDataAsset.h"
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#include "VampireCharacter.h"
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2025-01-24 21:51:01 +00:00
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#include "Interfaces/Enemyable.h"
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2024-06-12 21:42:22 +01:00
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#include "EnemyCharacter.generated.h"
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2025-04-02 23:48:25 +01:00
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class USphereComponent;
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2024-11-14 18:39:20 +00:00
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class UObjectPoolComponent;
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class UBehaviorTree;
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class AEXPPickup;
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AEnemyCharacter : public AVampireCharacter, public IEnemyable
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{
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GENERATED_BODY()
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2024-08-02 02:12:41 +01:00
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public:
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<AEXPPickup> EXPPickupTemplate = nullptr;
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2025-04-02 23:48:25 +01:00
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USphereComponent> DamageSphere = nullptr;
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UPROPERTY(EditDefaultsOnly)
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float Damage = 5.0f;;
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UPROPERTY(EditDefaultsOnly)
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float AttackCooldown = 1.0f;
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private:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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2025-05-03 01:18:43 +01:00
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TObjectPtr<UBehaviorTree> BehaviorTree = nullptr;
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2025-05-03 01:18:43 +01:00
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UPROPERTY()
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TObjectPtr<UObjectPoolComponent> ObjectPoolComponent = nullptr;
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2025-05-03 01:18:43 +01:00
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UPROPERTY()
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TObjectPtr<UPickupDataAsset> PickupTemplate = nullptr;
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2025-05-03 01:18:43 +01:00
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TArray<TObjectPtr<AActor>> Player;
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FTimerHandle DamageTimerHandle;
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public:
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AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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UBehaviorTree* GetBehaviorTree();
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UFUNCTION()
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virtual void OnDamaged(FDamageInfo damageInfo);
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UFUNCTION()
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virtual void OnDeath(FDamageInfo damageInfo);
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UFUNCTION()
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virtual void LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset) override;
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UFUNCTION()
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virtual void ResetData_Implementation() override;
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UFUNCTION()
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virtual float GetCapsuleRadius_Implementation() override;
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UFUNCTION()
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virtual void SpawnController_Implementation() override;
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UFUNCTION()
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virtual UHealthComponent* GetEnemyHealthComponent_Implementation() override;
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UFUNCTION()
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void OnDamageBeginOverlap(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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UFUNCTION()
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void OnDamageEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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private:
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UFUNCTION()
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void ResetHealth();
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void DamagePlayer();
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};
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