Add random pickups
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								Content/Enemy/DA_Enemy.uasset
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								Content/Meshes/SM_EXP.uasset
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								Content/Pickups/EXP/DA_BlueEXPPickup.uasset
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								Content/Pickups/EXP/DA_GreenEXPPickup.uasset
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							| @ -62,7 +62,7 @@ void AEnemyCharacter::OnDamaged(FDamageInfo DamageInfo) | ||||
| 
 | ||||
| void AEnemyCharacter::OnDeath(FDamageInfo DamageInfo) | ||||
| { | ||||
| 	if (PickupTemplate) | ||||
| 	if (PickupArray.Num() > 0) | ||||
| 	{ | ||||
| 		AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld()); | ||||
| 		if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass())) | ||||
| @ -75,7 +75,20 @@ void AEnemyCharacter::OnDeath(FDamageInfo DamageInfo) | ||||
| 				{ | ||||
| 					FVector PickupLocation = GetActorLocation(); | ||||
| 					Pickup->SetActorLocation(PickupLocation); | ||||
| 					IPickupable::Execute_LoadDataFromDataAsset(Pickup, PickupTemplate, PickupLocation); | ||||
| 
 | ||||
| 					int32 Rand = FMath::Rand() % 100; | ||||
| 					if (Rand < 60 && PickupArray[0]) | ||||
| 					{ | ||||
| 						IPickupable::Execute_LoadDataFromDataAsset(Pickup, PickupArray[0], PickupLocation); | ||||
| 					} | ||||
| 					else if (Rand < 90 && PickupArray[1]) | ||||
| 					{ | ||||
| 						IPickupable::Execute_LoadDataFromDataAsset(Pickup, PickupArray[1], PickupLocation); | ||||
| 					} | ||||
| 					else if (PickupArray[2]) | ||||
| 					{ | ||||
| 						IPickupable::Execute_LoadDataFromDataAsset(Pickup, PickupArray[2], PickupLocation); | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
| @ -98,11 +111,14 @@ void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* Enem | ||||
| 	{ | ||||
| 		StaticMeshComponent->SetStaticMesh(EnemyDataAsset->StaticMesh); | ||||
| 		BehaviorTree = EnemyDataAsset->BehaviorTree; | ||||
| 		PickupTemplate = EnemyDataAsset->PickupDataAsset; | ||||
| 		OnDamagedSound = EnemyDataAsset->OnDamagedSoundBase; | ||||
| 		OnDeathSound = EnemyDataAsset->OnDeathSoundBase; | ||||
| 		OnDamagedNiagaraSystem = EnemyDataAsset->OnDamagedNiagaraSystem; | ||||
| 		OnDeathNiagaraSystem = EnemyDataAsset->OnDeathNiagaraSystem; | ||||
| 
 | ||||
| 		PickupArray.Add(EnemyDataAsset->CommonPickupDataAsset); | ||||
| 		PickupArray.Add(EnemyDataAsset->UncommonPickupDataAsset); | ||||
| 		PickupArray.Add(EnemyDataAsset->RarePickupDataAsset); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| @ -110,7 +126,7 @@ void AEnemyCharacter::ResetData_Implementation() | ||||
| { | ||||
| 	StaticMeshComponent->SetStaticMesh(nullptr); | ||||
| 	BehaviorTree = nullptr; | ||||
| 	PickupTemplate = nullptr; | ||||
| 	PickupArray.Empty(); | ||||
| 	OnDamagedSound = nullptr; | ||||
| 	OnDeathSound = nullptr; | ||||
| 	OnDamagedNiagaraSystem = nullptr; | ||||
|  | ||||
| @ -42,7 +42,7 @@ private: | ||||
| 	TObjectPtr<UObjectPoolComponent> ObjectPoolComponent = nullptr; | ||||
| 
 | ||||
| 	UPROPERTY() | ||||
| 	TObjectPtr<UPickupDataAsset> PickupTemplate = nullptr; | ||||
| 	TArray<TObjectPtr<UPickupDataAsset>> PickupArray; | ||||
| 
 | ||||
| 	TArray<TObjectPtr<AActor>> Player; | ||||
| 
 | ||||
|  | ||||
| @ -26,7 +26,13 @@ public: | ||||
| 	TObjectPtr<UBehaviorTree> BehaviorTree = nullptr; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	TObjectPtr<UPickupDataAsset> PickupDataAsset = nullptr; | ||||
| 	TObjectPtr<UPickupDataAsset> CommonPickupDataAsset = nullptr; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	TObjectPtr<UPickupDataAsset> UncommonPickupDataAsset = nullptr; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	TObjectPtr<UPickupDataAsset> RarePickupDataAsset = nullptr; | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly) | ||||
| 	TObjectPtr<USoundBase> OnDamagedSoundBase = nullptr; | ||||
|  | ||||
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