Add Niagara system to pickups
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Content/Pickups/EXP/BP_PickupTemplate.uasset
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Content/Pickups/EXP/BP_PickupTemplate.uasset
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Content/Pickups/NS_Pickup.uasset
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Content/Pickups/NS_Pickup.uasset
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@ -10,6 +10,7 @@
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#include "PickupDataAsset.h"
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#include "GameFramework/GameModeBase.h"
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#include "Interfaces/Pools.h"
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#include "NiagaraComponent.h"
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// Sets default values
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APickup::APickup()
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@ -43,6 +44,10 @@ APickup::APickup()
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onTimelineCallback.BindUFunction(this, FName(TEXT("TimelineCallback")));
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onTimelineFinishedCallback.BindUFunction(this, FName(TEXT("TimelineFinishedCallback")));
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NiagaraComponent = CreateDefaultSubobject<UNiagaraComponent>(TEXT("Niagara Component"));
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NiagaraComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
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NiagaraComponent->DeactivateImmediate();
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}
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// Called when the game starts or when spawned
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@ -8,6 +8,7 @@
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#include "Interfaces/Pickupable.h"
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#include "Pickup.generated.h"
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class UNiagaraComponent;
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class UPickupDataAsset;
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class UTimelineComponent;
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class USphereComponent;
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@ -39,6 +40,9 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Timeline")
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TObjectPtr<UCurveFloat> CurveFloat;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TObjectPtr<UNiagaraComponent> NiagaraComponent = nullptr;
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private:
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FOnTimelineFloat onTimelineCallback;
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FOnTimelineEventStatic onTimelineFinishedCallback;
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