Update remaining includes

This commit is contained in:
baz 2024-11-14 18:39:20 +00:00
parent 2ae5c4ec74
commit ee0a537621
18 changed files with 57 additions and 30 deletions

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@ -3,6 +3,7 @@
#include "EXPPickup.h" #include "EXPPickup.h"
#include "EXPComponent.h"
#include "PlayerCharacter.h" #include "PlayerCharacter.h"
void AEXPPickup::BeginPlay() void AEXPPickup::BeginPlay()

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@ -3,6 +3,10 @@
#include "EnemyCharacter.h" #include "EnemyCharacter.h"
#include "EXPPickup.h"
#include "HealthComponent.h"
#include "ObjectPoolComponent.h"
#include "ObjectPoolManager.h"
#include "VampireGameMode.h" #include "VampireGameMode.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"

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@ -3,12 +3,12 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "EXPPickup.h"
#include "ObjectPoolComponent.h"
#include "VampireCharacter.h" #include "VampireCharacter.h"
#include "BehaviorTree/BehaviorTree.h"
#include "EnemyCharacter.generated.h" #include "EnemyCharacter.generated.h"
class UObjectPoolComponent;
class UBehaviorTree;
class AEXPPickup;
/** /**
* *
*/ */

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@ -3,6 +3,7 @@
#include "GoldPickup.h" #include "GoldPickup.h"
#include "GoldComponent.h"
#include "PlayerCharacter.h" #include "PlayerCharacter.h"
class APlayerCharacter; class APlayerCharacter;

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@ -2,7 +2,6 @@
#include "ObjectPoolManager.h" #include "ObjectPoolManager.h"
#include "ObjectPoolComponent.h" #include "ObjectPoolComponent.h"
// Called when the game starts or when spawned // Called when the game starts or when spawned

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@ -4,8 +4,9 @@
#include "Pickup.h" #include "Pickup.h"
#include "PlayerCharacter.h" #include "PlayerCharacter.h"
#include "Components/SphereComponent.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h" #include "PaperSpriteComponent.h"
// Sets default values // Sets default values
APickup::APickup() APickup::APickup()
@ -19,7 +20,7 @@ APickup::APickup()
SphereComponent->SetSphereRadius(25.0f); SphereComponent->SetSphereRadius(25.0f);
SpriteComponent = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("Sprite Component")); SpriteComponent = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("Sprite Component"));
SpriteComponent->SetRelativeRotation(FRotator(0.0f, 90.0f,-90.0f)); SpriteComponent->SetRelativeRotation(FRotator(0.0f, 90.0f, -90.0f));
SpriteComponent->SetRelativeScale3D(FVector(.5f, .5f, .5f)); SpriteComponent->SetRelativeScale3D(FVector(.5f, .5f, .5f));
SpriteComponent->SetupAttachment(RootComponent); SpriteComponent->SetupAttachment(RootComponent);
} }
@ -53,7 +54,7 @@ void APickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* O
const FHitResult& SweepResult) const FHitResult& SweepResult)
{ {
if (APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(OtherActor)) if (APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(OtherActor))
{ {
// TODO: Add extra functionality // TODO: Add extra functionality
if (PickupSoundBase) if (PickupSoundBase)
{ {

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@ -3,11 +3,12 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Components/SphereComponent.h"
#include "GameFramework/Actor.h" #include "GameFramework/Actor.h"
#include "PaperSpriteComponent.h"
#include "Pickup.generated.h" #include "Pickup.generated.h"
class USphereComponent;
class UPaperSpriteComponent;
UCLASS() UCLASS()
class VAMPIRES_API APickup : public AActor class VAMPIRES_API APickup : public AActor
{ {

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@ -6,7 +6,13 @@
#include "VampirePlayerController.h" #include "VampirePlayerController.h"
#include "EnhancedInputComponent.h" #include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h" #include "EnhancedInputSubsystems.h"
#include "EXPComponent.h"
#include "GoldComponent.h"
#include "InputMappingContext.h" #include "InputMappingContext.h"
#include "WeaponInventoryComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/WidgetComponent.h"
#include "GameFramework/SpringArmComponent.h"
APlayerCharacter::APlayerCharacter() APlayerCharacter::APlayerCharacter()
{ {
@ -39,9 +45,9 @@ APlayerCharacter::APlayerCharacter()
// Create HealthBar Widget Component // Create HealthBar Widget Component
HealthBarWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("Healthbar")); HealthBarWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("Healthbar"));
HealthBarWidgetComponent->SetupAttachment(RootComponent); HealthBarWidgetComponent->SetupAttachment(RootComponent);
HealthBarWidgetComponent->SetRelativeLocation(FVector(0,0,90)); HealthBarWidgetComponent->SetRelativeLocation(FVector(0, 0, 90));
HealthBarWidgetComponent->SetTwoSided(true); HealthBarWidgetComponent->SetTwoSided(true);
HealthBarWidgetComponent->SetBackgroundColor(FLinearColor(1,1,1,0)); HealthBarWidgetComponent->SetBackgroundColor(FLinearColor(1, 1, 1, 0));
} }
void APlayerCharacter::BeginPlay() void APlayerCharacter::BeginPlay()

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@ -3,16 +3,16 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "EXPComponent.h"
#include "GoldComponent.h"
#include "VampireCharacter.h" #include "VampireCharacter.h"
#include "WeaponInventoryComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Blueprint/UserWidget.h"
#include "Components/WidgetComponent.h"
#include "PlayerCharacter.generated.h" #include "PlayerCharacter.generated.h"
struct FInputActionInstance;
class UWidgetComponent;
class UWeaponInventoryComponent;
class UGoldComponent;
class UEXPComponent;
class UCameraComponent;
class USpringArmComponent;
class UInputMappingContext; class UInputMappingContext;
class UInputAction; class UInputAction;

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@ -3,6 +3,11 @@
#include "VampireAIController.h" #include "VampireAIController.h"
#include "EnemyCharacter.h"
#include "HealthComponent.h"
#include "VampireCharacter.h"
#include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BehaviorTreeComponent.h"
#include "BehaviorTree/BlackboardComponent.h" #include "BehaviorTree/BlackboardComponent.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "Navigation/CrowdFollowingComponent.h" #include "Navigation/CrowdFollowingComponent.h"

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@ -4,13 +4,12 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "AIController.h" #include "AIController.h"
#include "DetourCrowdAIController.h"
#include "EnemyCharacter.h"
#include "HealthComponent.h"
#include "PlayerCharacter.h"
#include "BehaviorTree/BehaviorTreeComponent.h"
#include "VampireAIController.generated.h" #include "VampireAIController.generated.h"
class AEnemyCharacter;
class APlayerCharacter;
class UBehaviorTreeComponent;
class UBlackboardComponent;
/** /**
* *
*/ */

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@ -3,6 +3,9 @@
#include "VampireCharacter.h" #include "VampireCharacter.h"
#include "HealthComponent.h"
#include "PaperFlipbookComponent.h"
// Sets default values // Sets default values
AVampireCharacter::AVampireCharacter() AVampireCharacter::AVampireCharacter()
{ {

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@ -4,10 +4,11 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "HealthComponent.h"
#include "PaperFlipbookComponent.h"
#include "VampireCharacter.generated.h" #include "VampireCharacter.generated.h"
class UHealthComponent;
class UPaperFlipbookComponent;
UCLASS() UCLASS()
class VAMPIRES_API AVampireCharacter : public ACharacter class VAMPIRES_API AVampireCharacter : public ACharacter
{ {

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@ -3,6 +3,10 @@
#include "VampireGameMode.h" #include "VampireGameMode.h"
#include "EnemyCharacter.h"
#include "ObjectPoolManager.h"
#include "PlayerCharacter.h"
#include "VampirePlayerController.h"
#include "Components/CapsuleComponent.h" #include "Components/CapsuleComponent.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"

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@ -3,13 +3,13 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "EnemyCharacter.h"
#include "ObjectPoolManager.h"
#include "PlayerCharacter.h"
#include "VampirePlayerController.h"
#include "GameFramework/GameMode.h" #include "GameFramework/GameMode.h"
#include "VampireGameMode.generated.h" #include "VampireGameMode.generated.h"
class AObjectPoolManager;
class AVampirePlayerController;
class APlayerCharacter;
class AEnemyCharacter;
/** /**
* *
*/ */

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@ -2,6 +2,7 @@
#include "WeaponInventoryComponent.h" #include "WeaponInventoryComponent.h"
#include "Weapon.h"
// Sets default values for this component's properties // Sets default values for this component's properties
UWeaponInventoryComponent::UWeaponInventoryComponent() UWeaponInventoryComponent::UWeaponInventoryComponent()

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@ -3,11 +3,12 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Weapon.h"
#include "Components/ActorComponent.h" #include "Components/ActorComponent.h"
#include "WeaponInventoryComponent.generated.h" #include "WeaponInventoryComponent.generated.h"
class AWeapon;
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
{ {

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