diff --git a/Source/vampires/VampireAIController.cpp b/Source/vampires/VampireAIController.cpp index b501224..bea12b7 100644 --- a/Source/vampires/VampireAIController.cpp +++ b/Source/vampires/VampireAIController.cpp @@ -38,6 +38,7 @@ void AVampireAIController::OnPossess(APawn* InPawn) EnemyCharacter = Cast(InPawn); check(EnemyCharacter); + EnemyCharacter->bUseControllerRotationYaw = false; EnemyCharacter->GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged"); EnemyCharacter->GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath"); diff --git a/Source/vampires/VampireCharacter.cpp b/Source/vampires/VampireCharacter.cpp index 9e2f3d9..5c411ee 100644 --- a/Source/vampires/VampireCharacter.cpp +++ b/Source/vampires/VampireCharacter.cpp @@ -11,6 +11,11 @@ AVampireCharacter::AVampireCharacter() // Create Health Component HealthComponent = CreateDefaultSubobject(TEXT("Health Component")); + + PaperFlipbookComponent = CreateDefaultSubobject(TEXT("Paper Flipbook Component")); + PaperFlipbookComponent->SetRelativeRotation(FRotator(0.0f, 90.0f,-90.0f)); + PaperFlipbookComponent->SetRelativeScale3D(FVector(0.2f, 0.2f, 0.2f)); + PaperFlipbookComponent->SetupAttachment(RootComponent); } // Called when the game starts or when spawned diff --git a/Source/vampires/VampireCharacter.h b/Source/vampires/VampireCharacter.h index 4314bea..eec94a1 100644 --- a/Source/vampires/VampireCharacter.h +++ b/Source/vampires/VampireCharacter.h @@ -5,6 +5,7 @@ #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "HealthComponent.h" +#include "PaperFlipbookComponent.h" #include "VampireCharacter.generated.h" UCLASS() @@ -12,11 +13,14 @@ class VAMPIRES_API AVampireCharacter : public ACharacter { GENERATED_BODY() -protected: +public: + UPROPERTY(BlueprintReadWrite, EditAnywhere) + UPaperFlipbookComponent* PaperFlipbookComponent; +protected: UPROPERTY() UHealthComponent* HealthComponent; - + public: // Sets default values for this character's properties AVampireCharacter(); @@ -25,7 +29,7 @@ protected: // Called when the game starts or when spawned virtual void BeginPlay() override; -public: +public: // Called every frame virtual void Tick(float DeltaTime) override; @@ -33,5 +37,4 @@ public: virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; UHealthComponent* GetHealthComponent(); - };