Add Kill Counter
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Content/Widgets/HUD/BP_HUDWidget.uasset (Stored with Git LFS)
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Content/Widgets/HUD/BP_HUDWidget.uasset (Stored with Git LFS)
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@ -3,6 +3,9 @@
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#include "EnemyCharacter.h"
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#include "VampireGameMode.h"
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#include "Kismet/GameplayStatics.h"
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AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer)
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{
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}
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@ -39,5 +42,8 @@ void AEnemyCharacter::OnDeath()
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GetWorld()->SpawnActor<AEXPPickup>(EXPPickupTemplate, GetActorLocation(), FRotator::ZeroRotator,
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actorSpawnParameters);
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AVampireGameMode* gamemode = Cast<AVampireGameMode>(UGameplayStatics::GetGameMode(GetWorld()));
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gamemode->IncrementEnemyDeathCount();
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//}
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}
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@ -16,6 +16,11 @@ void AVampireGameMode::BeginPlay()
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GetWorldTimerManager().SetTimer(SpawnEnemyTimerDelegate, this, &AVampireGameMode::SpawnEnemy, 1.0f, true);
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}
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int AVampireGameMode::GetEnemyDeathCount()
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{
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return EnemyDeathCount;
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}
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void AVampireGameMode::SpawnEnemy()
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{
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FVector TopLeft, TopLeftDir;
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@ -68,3 +73,8 @@ void AVampireGameMode::SpawnEnemy()
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Actor->SetActorLocation(SpawnLocation + Direction);
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Actor->SpawnDefaultController();
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}
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void AVampireGameMode::IncrementEnemyDeathCount()
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{
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EnemyDeathCount++;
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}
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@ -28,9 +28,20 @@ private:
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FTimerHandle SpawnEnemyTimerDelegate;
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int EnemyDeathCount = 0;
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protected:
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virtual void BeginPlay() override;
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int GetEnemyDeathCount();
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UFUNCTION()
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void IncrementEnemyDeathCount();
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protected:
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UFUNCTION()
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void SpawnEnemy();
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};
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