Handle inputs using Inputable interface
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09d795600c
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Inputable.h"
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// Add default functionality here for any IInputtable functions that are not pure virtual.
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@ -0,0 +1,30 @@
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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 "UObject/Interface.h"
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#include "Inputable.generated.h"
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class UInputMappingContext;
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// This class does not need to be modified.
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UINTERFACE()
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class UInputable : public UInterface
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{
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GENERATED_BODY()
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};
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/**
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*
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*/
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class VAMPIRES_API IInputable
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void Input_Move(FVector2D value);
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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UInputMappingContext* Input_GetInputMappingContext();
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};
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@ -56,31 +56,6 @@ void APlayerCharacter::BeginPlay()
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Super::BeginPlay();
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}
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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if (AVampirePlayerController* TankPlayerController = Cast<AVampirePlayerController>(GetController()))
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{
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<
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UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
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{
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if (!InputMappingContext.IsNull())
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{
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InputSystem->AddMappingContext(InputMappingContext.LoadSynchronous(), 0);
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}
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}
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}
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if (UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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if (MovementAction)
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{
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Input->BindAction(MovementAction, ETriggerEvent::Triggered, this, &APlayerCharacter::MovementCallback);
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}
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}
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}
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UEXPComponent* APlayerCharacter::GetEXPComponent()
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{
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return EXPComponent;
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@ -90,14 +65,3 @@ UGoldComponent* APlayerCharacter::GetGoldComponent()
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{
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return GoldComponent;
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}
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void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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{
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PreviousMovementDirection = Instance.GetValue().Get<FVector2D>();
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if (PreviousMovementDirection.Size() != 0.0f)
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{
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AddMovementInput({0.0f, 1.0f, 0.0f}, PreviousMovementDirection.Y);
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AddMovementInput({1.0f, 0.0f, 0.0f}, PreviousMovementDirection.X);
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}
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}
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@ -31,12 +31,6 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UCameraComponent* CameraComponent = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UEXPComponent* EXPComponent;
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@ -51,23 +45,14 @@ public:
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UPROPERTY(EditAnywhere)
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UWidgetComponent* HealthBarWidgetComponent;
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private:
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FTimerHandle GarlicTimerHandle;
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public:
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APlayerCharacter();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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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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void MovementCallback(const FInputActionInstance& Instance);
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};
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@ -35,11 +35,18 @@ void AVampireCharacter::Tick(float DeltaTime)
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}
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// Called to bind functionality to input
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void AVampireCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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void AVampireCharacter::Input_Move_Implementation(FVector2D value)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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if (value.Size() != 0.0f)
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{
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AddMovementInput({0.0f, 1.0f, 0.0f}, value.Y);
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AddMovementInput({1.0f, 0.0f, 0.0f}, value.X);
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}
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}
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UInputMappingContext* AVampireCharacter::Input_GetInputMappingContext_Implementation()
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{
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return InputMappingContext;
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}
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UHealthComponent* AVampireCharacter::GetHealthComponent()
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@ -3,14 +3,16 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Inputable.h"
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#include "GameFramework/Character.h"
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#include "VampireCharacter.generated.h"
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class UInputAction;
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class UHealthComponent;
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class UPaperFlipbookComponent;
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UCLASS()
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class VAMPIRES_API AVampireCharacter : public ACharacter
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UCLASS(Abstract)
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class VAMPIRES_API AVampireCharacter : public ACharacter, public IInputable
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{
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GENERATED_BODY()
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UPROPERTY()
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UHealthComponent* HealthComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UInputMappingContext> InputMappingContext;
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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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@ -34,8 +39,9 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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virtual void Input_Move_Implementation(FVector2D value) override;
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virtual UInputMappingContext* Input_GetInputMappingContext_Implementation() override;
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UHealthComponent* GetHealthComponent();
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};
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@ -3,7 +3,10 @@
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#include "VampirePlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EXPComponent.h"
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#include "Inputable.h"
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#include "VampireGameMode.h"
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#include "Blueprint/UserWidget.h"
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#include "Kismet/GameplayStatics.h"
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@ -13,6 +16,14 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
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{
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Super::OnPossess(aPawn);
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if (UEnhancedInputLocalPlayerSubsystem* subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
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{
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if (UKismetSystemLibrary::DoesImplementInterface(aPawn, UInputable::StaticClass()))
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{
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subsystem->AddMappingContext(IInputable::Execute_Input_GetInputMappingContext(aPawn), 0);
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}
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}
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if (PlayerHUD)
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{
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currentPlayerHUD = CreateWidget<UHUDWidget, AVampirePlayerController*>(this, PlayerHUD.Get());
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@ -47,6 +58,29 @@ void AVampirePlayerController::OnUnPossess()
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GetWorld()->GetTimerManager().ClearTimer(pawnLifeTimeHandle);
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}
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void AVampirePlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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if (UEnhancedInputComponent* EIP = CastChecked<UEnhancedInputComponent>(InputComponent))
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{
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EIP->BindAction(MovementAction, ETriggerEvent::Triggered, this, &AVampirePlayerController::Move);
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}
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}
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void AVampirePlayerController::Move(const FInputActionValue& MovementInput)
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{
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FVector2D movement = MovementInput.Get<FVector2D>();
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if (APawn* pawn = GetPawn())
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{
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if (UKismetSystemLibrary::DoesImplementInterface(pawn, UInputable::StaticClass()))
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{
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IInputable::Execute_Input_Move(pawn, movement);
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}
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}
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}
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void AVampirePlayerController::UpdatePlayerEXPHUD(int exp, float currentLevelPercent)
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{
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if (currentPlayerHUD)
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@ -6,6 +6,7 @@
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#include "GameFramework/PlayerController.h"
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#include "VampirePlayerController.generated.h"
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class UInputAction;
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class UHUDWidget;
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/**
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*
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSubclassOf<UHUDWidget> PlayerHUD = nullptr;
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// Inputs
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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private:
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TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr;
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virtual void OnUnPossess() override;
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virtual void SetupInputComponent() override;
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UFUNCTION()
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void Move(const FInputActionValue& MovementInput);
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UFUNCTION()
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void UpdatePlayerEXPHUD(int exp, float currentLevelPercent);
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