Add Pickup classes
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "EXPPickup.h"
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void AEXPPickup::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AEXPPickup::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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}
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void AEXPPickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// TODO: Add EXP to player EXP component
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Super::OnBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Pickup.h"
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#include "EXPPickup.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AEXPPickup : public APickup
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaSeconds) override;
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virtual void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "GoldPickup.h"
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void AGoldPickup::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AGoldPickup::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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}
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void AGoldPickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// TODO: Add Gold to player Gold component
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Super::OnBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Pickup.h"
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#include "GoldPickup.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AGoldPickup : public APickup
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaSeconds) override;
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virtual void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Pickup.h"
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#include "PlayerCharacter.h"
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// Sets default values
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APickup::APickup()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = false;
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// Create Sphere Component
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SphereComponent->SetupAttachment(RootComponent);
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SphereComponent->SetSphereRadius(25.0f);
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}
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// Called when the game starts or when spawned
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void APickup::BeginPlay()
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{
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APickup::OnBeginOverlap);
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}
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void APickup::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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// TODO: Move actor towards player when in range
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}
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void APickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(OtherActor))
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{
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// TODO: Add extra functionality
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Destroy();
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/Actor.h"
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#include "Pickup.generated.h"
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UCLASS()
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class VAMPIRES_API APickup : public AActor
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{
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GENERATED_BODY()
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private:
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UPROPERTY()
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USphereComponent* SphereComponent;
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public:
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// Sets default values for this actor's properties
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APickup();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaSeconds) override;
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virtual void OnBeginOverlap(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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