Make delegates DYNAMIC_MULTICAST
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@ -19,13 +19,13 @@ void UEXPComponent::IncrementEXP(int value)
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int oldLevel = CurrentLevel;
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CurrentEXP += value;
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OnEXPGained.ExecuteIfBound(value);
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
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if (CurrentLevel != oldLevel)
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{
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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OnEXPLevelUp.Broadcast(CurrentLevel);
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}
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}
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@ -36,13 +36,13 @@ void UEXPComponent::SetCurrentEXP(int value)
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// TODO: I should be updating the level here
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CurrentEXP = value;
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OnEXPGained.ExecuteIfBound(value);
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
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if (CurrentLevel != oldLevel)
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{
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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OnEXPLevelUp.Broadcast(CurrentLevel);
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}
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}
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@ -60,8 +60,8 @@ void UEXPComponent::Reset()
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{
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CurrentEXP = 0;
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CurrentLevel = 0;
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OnEXPGained.ExecuteIfBound(CurrentEXP);
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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OnEXPLevelUp.Broadcast(CurrentLevel);
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}
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float UEXPComponent::GetCurrentLevelPercent()
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@ -6,8 +6,8 @@
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#include "Components/ActorComponent.h"
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#include "EXPComponent.generated.h"
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DECLARE_DELEGATE_OneParam(FOnEXPGainedDelegate, int)
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DECLARE_DELEGATE_OneParam(FOnEXPLevelUpDelegate, int)
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnEXPGainedDelegate, int, exp, float, currentLevelPercent);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnEXPLevelUpDelegate, int, level);
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class VAMPIRES_API UEXPComponent : public UActorComponent
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@ -15,7 +15,10 @@ class VAMPIRES_API UEXPComponent : public UActorComponent
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, Category="EXP")
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FOnEXPGainedDelegate OnEXPGained;
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UPROPERTY(BlueprintAssignable, Category="EXP")
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FOnEXPLevelUpDelegate OnEXPLevelUp;
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protected:
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