Add basic Garlic weapon
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6e24728a8b
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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
BIN
Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
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@ -7,6 +7,7 @@
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputMappingContext.h"
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#include "InputMappingContext.h"
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#include "Kismet/GameplayStatics.h"
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APlayerCharacter::APlayerCharacter()
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APlayerCharacter::APlayerCharacter()
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{
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{
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@ -29,11 +30,20 @@ APlayerCharacter::APlayerCharacter()
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// Create EXP Component
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// Create EXP Component
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EXPComponent = CreateDefaultSubobject<UEXPComponent>(TEXT("EXP Component"));
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EXPComponent = CreateDefaultSubobject<UEXPComponent>(TEXT("EXP Component"));
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// Create Garlic Sphere Component
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GarlicSphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Garlic Sphere Component"));
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GarlicSphereComponent->SetupAttachment(RootComponent);
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GarlicSphereComponent->SetSphereRadius(150.0f);
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}
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}
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void APlayerCharacter::BeginPlay()
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void APlayerCharacter::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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GarlicSphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicBeginOverlap);
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GarlicSphereComponent->OnComponentEndOverlap.AddDynamic(this, &APlayerCharacter::OnGarlicEndOverlap);
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GetWorldTimerManager().SetTimer(GarlicTimerHandle, this, &APlayerCharacter::GarlicUpdate, GarlicUpdateTime, true);
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}
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}
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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@ -71,3 +81,46 @@ void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
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AddMovementInput({1.0f, 0.0f, 0.0f}, vec2.X);
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}
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}
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}
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}
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void APlayerCharacter::OnGarlicBeginOverlap(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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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Add(Enemy);
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}
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}
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void APlayerCharacter::OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Remove(Enemy);
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}
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}
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void APlayerCharacter::GarlicUpdate()
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{
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for (int i = 0; i < OverlappedEnemies.Num(); i++)
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{
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bool deadCheck = false;
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UHealthComponent* EnemyHealthComponent = OverlappedEnemies[i]->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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if (EnemyHealthComponent->GetCurrentHealth() < GarlicDamage)
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{
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deadCheck = true;
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}
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EnemyHealthComponent->TakeDamage(OverlappedEnemies[i], GarlicDamage, nullptr, GetController(), this);
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}
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if (deadCheck)
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{
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i -= 1;
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}
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}
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}
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@ -3,9 +3,11 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "EnemyCharacter.h"
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#include "EXPComponent.h"
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#include "EXPComponent.h"
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#include "VampireCharacter.h"
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#include "VampireCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "PlayerCharacter.generated.h"
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#include "PlayerCharacter.generated.h"
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@ -33,11 +35,25 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UInputAction* MovementAction;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float GarlicDamage = 51.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float GarlicUpdateTime = 1.0f;
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protected:
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UPROPERTY()
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UPROPERTY()
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UEXPComponent* EXPComponent;
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UEXPComponent* EXPComponent;
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UPROPERTY(VisibleAnywhere)
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USphereComponent* GarlicSphereComponent;
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UPROPERTY()
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TArray<AEnemyCharacter*> OverlappedEnemies;
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private:
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FTimerHandle GarlicTimerHandle;
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public:
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public:
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APlayerCharacter();
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APlayerCharacter();
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@ -50,4 +66,16 @@ public:
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private:
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private:
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UFUNCTION()
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UFUNCTION()
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void MovementCallback(const FInputActionInstance& Instance);
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void MovementCallback(const FInputActionInstance& Instance);
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UFUNCTION()
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void OnGarlicBeginOverlap(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 OnGarlicEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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UFUNCTION()
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void GarlicUpdate();
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};
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};
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