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02e2318761
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Content/Enemy/DA_Enemy.uasset
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Content/Enemy/DA_HeavyEnemy.uasset
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Content/Enemy/DA_LightEnemy.uasset
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Content/Enemy/DA_NormalEnemy.uasset
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Content/Gamemode/BP_DefaultGamemode.uasset
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Content/Meshes/SM_Enemy.uasset
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Content/Meshes/SM_NormalEnemy.uasset
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@ -118,7 +118,6 @@ void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* Enem
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OnDeathNiagaraSystem = EnemyDataAsset->OnDeathNiagaraSystem;
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OnDeathNiagaraSystem = EnemyDataAsset->OnDeathNiagaraSystem;
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HealthComponent->SetMaxHealth(EnemyDataAsset->MaxHealth);
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HealthComponent->SetMaxHealth(EnemyDataAsset->MaxHealth);
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GetCharacterMovement()->MaxWalkSpeed = EnemyDataAsset->MovementSpeed;
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GetCharacterMovement()->MaxWalkSpeed = EnemyDataAsset->MovementSpeed;
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Damage = EnemyDataAsset->Damage;
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PickupArray.Add(EnemyDataAsset->CommonPickupDataAsset);
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PickupArray.Add(EnemyDataAsset->CommonPickupDataAsset);
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PickupArray.Add(EnemyDataAsset->UncommonPickupDataAsset);
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PickupArray.Add(EnemyDataAsset->UncommonPickupDataAsset);
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@ -137,7 +136,6 @@ void AEnemyCharacter::ResetData_Implementation()
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OnDeathNiagaraSystem = nullptr;
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OnDeathNiagaraSystem = nullptr;
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HealthComponent->SetMaxHealth(100.0f);
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HealthComponent->SetMaxHealth(100.0f);
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GetCharacterMovement()->MaxWalkSpeed = 300.0f;
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GetCharacterMovement()->MaxWalkSpeed = 300.0f;
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Damage = 5.0f;
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}
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}
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float AEnemyCharacter::GetCapsuleRadius_Implementation()
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float AEnemyCharacter::GetCapsuleRadius_Implementation()
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@ -51,7 +51,4 @@ public:
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UPROPERTY(EditDefaultsOnly, Category = "Properties")
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UPROPERTY(EditDefaultsOnly, Category = "Properties")
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float MovementSpeed = 300.0f;
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float MovementSpeed = 300.0f;
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UPROPERTY(EditDefaultsOnly, Category = "Properties")
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float Damage = 5.0f;
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};
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};
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@ -148,14 +148,12 @@ AObjectPoolManager* AVampireGameMode::GetPickupObjectPoolManager_Implementation(
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void AVampireGameMode::AddRandomEnemyTypeToPool()
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void AVampireGameMode::AddRandomEnemyTypeToPool()
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{
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{
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// if (EnemyDataAssets.Num() > 0)
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if (EnemyDataAssets.Num() > 0)
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// {
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{
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// int32 rand = FMath::RandRange(0, EnemyDataAssets.Num() - 1);
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int32 rand = FMath::RandRange(0, EnemyDataAssets.Num() - 1);
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// SpawnableEnemyDataAssets.Add(EnemyDataAssets[rand]);
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SpawnableEnemyDataAssets.Add(EnemyDataAssets[rand]);
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// EnemyDataAssets.RemoveAt(rand);
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EnemyDataAssets.RemoveAt(rand);
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// }
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}
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SpawnableEnemyDataAssets = EnemyDataAssets;
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}
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}
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void AVampireGameMode::OnPlayerDeath(FDamageInfo DamageInfo)
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void AVampireGameMode::OnPlayerDeath(FDamageInfo DamageInfo)
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