Add Player Damaged and Death Sounds
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Content/Player/BP_PlayerCharacter.uasset
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Content/Player/BP_PlayerCharacter.uasset
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Content/Sounds/Player/MS_PlayerDamaged.uasset
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Content/Sounds/Player/MS_PlayerDamaged.uasset
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Content/Sounds/Player/MS_PlayerKilled.uasset
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Content/Sounds/Player/MS_PlayerKilled.uasset
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@ -8,6 +8,7 @@
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#include "EnhancedInputSubsystems.h"
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#include "EXPComponent.h"
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#include "GoldComponent.h"
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#include "HealthComponent.h"
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#include "InputMappingContext.h"
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#include "WeaponInventoryComponent.h"
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#include "Components/WidgetComponent.h"
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@ -33,6 +34,9 @@ APlayerCharacter::APlayerCharacter()
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void APlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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GetHealthComponent()->OnDamaged.AddDynamic(this, &APlayerCharacter::OnDamaged);
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GetHealthComponent()->OnDeath.AddDynamic(this, &APlayerCharacter::OnDeath);
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}
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void APlayerCharacter::Tick(float DeltaTime)
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@ -66,3 +70,21 @@ UGoldComponent* APlayerCharacter::GetGoldComponent()
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{
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return GoldComponent;
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}
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void APlayerCharacter::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 APlayerCharacter::OnDeath(FDamageInfo damageInfo)
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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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// TODO: End the game
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}
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@ -43,4 +43,11 @@ public:
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UEXPComponent* GetEXPComponent();
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UGoldComponent* GetGoldComponent();
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private:
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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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};
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@ -26,6 +26,7 @@ public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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float SlerpSpeed = 10.0f;
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protected:
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UPROPERTY(VisibleAnywhere)
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UHealthComponent* HealthComponent;
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