Move WeaponInventoryComponent to base character class
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@ -39,9 +39,6 @@ APlayerCharacter::APlayerCharacter()
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// Create Gold Component
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GoldComponent = CreateDefaultSubobject<UGoldComponent>(TEXT("Gold Component"));
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//Create Weapon Inventory Component
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WeaponInventoryComponent = CreateDefaultSubobject<UWeaponInventoryComponent>(TEXT("Weapon Inventory Component"));
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// Create HealthBar Widget Component
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HealthBarWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("Healthbar"));
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HealthBarWidgetComponent->SetupAttachment(RootComponent);
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@ -37,9 +37,6 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UGoldComponent* GoldComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UWeaponInventoryComponent* WeaponInventoryComponent;
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FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f);
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UPROPERTY(EditAnywhere)
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@ -5,6 +5,7 @@
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#include "HealthComponent.h"
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#include "PaperFlipbookComponent.h"
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#include "WeaponInventoryComponent.h"
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// Sets default values
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AVampireCharacter::AVampireCharacter()
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@ -19,6 +20,9 @@ AVampireCharacter::AVampireCharacter()
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PaperFlipbookComponent->SetRelativeRotation(FRotator(0.0f, 90.0f,-90.0f));
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PaperFlipbookComponent->SetRelativeScale3D(FVector(0.2f, 0.2f, 0.2f));
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PaperFlipbookComponent->SetupAttachment(RootComponent);
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//Create Weapon Inventory Component
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WeaponInventoryComponent = CreateDefaultSubobject<UWeaponInventoryComponent>(TEXT("Weapon Inventory Component"));
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}
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// Called when the game starts or when spawned
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@ -7,6 +7,7 @@
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#include "GameFramework/Character.h"
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#include "VampireCharacter.generated.h"
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class UWeaponInventoryComponent;
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class UInputAction;
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class UHealthComponent;
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class UPaperFlipbookComponent;
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@ -27,6 +28,9 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UWeaponInventoryComponent* WeaponInventoryComponent;
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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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