Add Enemy Damaged and Death sounds
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Content/Enemy/DA_Enemy.uasset
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Content/Enemy/DA_Enemy.uasset
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Content/Sounds/Enemies/MS_EnemyDamaged.uasset
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Content/Sounds/Enemies/MS_EnemyDamaged.uasset
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Content/Sounds/Enemies/MS_EnemyKilled.uasset
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Content/Sounds/Enemies/MS_EnemyKilled.uasset
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@ -50,6 +50,10 @@ UBehaviorTree* AEnemyCharacter::GetBehaviorTree()
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void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
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{
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if (OnDamagedSound)
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{
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UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDamagedSound, GetActorLocation());
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}
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}
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void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
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@ -71,6 +75,11 @@ void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
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}
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}
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}
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if (OnDeathSound)
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{
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UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDeathSound, GetActorLocation());
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}
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}
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void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset)
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@ -80,6 +89,8 @@ void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enem
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StaticMeshComponent->SetStaticMesh(enemyDataAsset->StaticMesh);
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BehaviorTree = enemyDataAsset->BehaviorTree;
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PickupTemplate = enemyDataAsset->PickupDataAsset;
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OnDamagedSound = enemyDataAsset->OnDamagedSoundBase;
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OnDeathSound = enemyDataAsset->OnDeathSoundBase;
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}
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}
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@ -88,6 +99,8 @@ void AEnemyCharacter::ResetData_Implementation()
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StaticMeshComponent->SetStaticMesh(nullptr);
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BehaviorTree = nullptr;
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PickupTemplate = nullptr;
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OnDamagedSound = nullptr;
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OnDeathSound = nullptr;
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}
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float AEnemyCharacter::GetCapsuleRadius_Implementation()
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@ -27,4 +27,10 @@ public:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UPickupDataAsset* PickupDataAsset = nullptr;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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TObjectPtr<USoundBase> OnDamagedSoundBase = nullptr;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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TObjectPtr<USoundBase> OnDeathSoundBase = nullptr;
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};
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@ -36,6 +36,12 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UWeaponInventoryComponent* WeaponInventoryComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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USoundBase* OnDamagedSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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USoundBase* OnDeathSound;
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public:
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// Sets default values for this character's properties
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AVampireCharacter();
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