Add parameters to Event Delegates
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addeb47c04
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@ -17,14 +17,15 @@ void UEXPComponent::IncrementEXP(int value)
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{
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{
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// TODO: I should be updating the level here
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// TODO: I should be updating the level here
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CurrentEXP += value;
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CurrentEXP += value;
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OnEXPGained.ExecuteIfBound();
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OnEXPGained.ExecuteIfBound(value);
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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}
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}
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void UEXPComponent::SetCurrentEXP(int value)
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void UEXPComponent::SetCurrentEXP(int value)
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{
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{
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// TODO: I should be updating the level here
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// TODO: I should be updating the level here
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CurrentEXP = value;
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CurrentEXP = value;
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OnEXPGained.ExecuteIfBound();
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OnEXPGained.ExecuteIfBound(value);
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}
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}
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int UEXPComponent::GetCurrentEXP()
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int UEXPComponent::GetCurrentEXP()
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@ -41,6 +42,8 @@ void UEXPComponent::Reset()
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{
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{
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CurrentEXP = 0;
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CurrentEXP = 0;
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CurrentLevel = 0;
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CurrentLevel = 0;
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OnEXPGained.ExecuteIfBound(CurrentEXP);
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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}
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}
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// Called when the game starts
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// Called when the game starts
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@ -6,8 +6,8 @@
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#include "Components/ActorComponent.h"
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#include "Components/ActorComponent.h"
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#include "EXPComponent.generated.h"
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#include "EXPComponent.generated.h"
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DECLARE_DELEGATE(FOnEXPGainedDelegate)
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DECLARE_DELEGATE_OneParam(FOnEXPGainedDelegate, int)
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DECLARE_DELEGATE(FOnEXPLevelUpDelegate)
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DECLARE_DELEGATE_OneParam(FOnEXPLevelUpDelegate, int)
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class VAMPIRES_API UEXPComponent : public UActorComponent
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class VAMPIRES_API UEXPComponent : public UActorComponent
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