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26edffa233
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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
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Content/Player/BP_PlayerCharacter.uasset (Stored with Git LFS)
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Content/Weapons/Garlic/BP_GarlicWeapon.uasset (Stored with Git LFS)
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Content/Weapons/Garlic/BP_GarlicWeapon.uasset (Stored with Git LFS)
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Content/Weapons/MagicWand/BP_MagicWandProjectile.uasset (Stored with Git LFS)
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Content/Weapons/MagicWand/BP_MagicWandProjectile.uasset (Stored with Git LFS)
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Content/Weapons/MagicWand/BP_MagicWandWeapon.uasset (Stored with Git LFS)
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Content/Weapons/MagicWand/BP_MagicWandWeapon.uasset (Stored with Git LFS)
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@ -1,34 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Projectile.h"
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#include "EnemyCharacter.h"
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#include "Weapons/MagicWandWeapon.h"
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// Sets default values
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AProjectile::AProjectile()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SphereComponent->SetupAttachment(RootComponent);
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SphereComponent->SetSphereRadius(50.0f);
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}
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// Called when the game starts or when spawned
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void AProjectile::BeginPlay()
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{
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Super::BeginPlay();
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AMagicWandWeapon* OwnerWeapon = Cast<AMagicWandWeapon>(GetOwner());
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SphereComponent->OnComponentBeginOverlap.AddDynamic(OwnerWeapon, &AMagicWandWeapon::OnProjectileBeginOverlap);
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}
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// Called every frame
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void AProjectile::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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SetActorLocation(GetActorLocation() + (TargetDirection * ProjectileSpeed));
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}
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@ -1,35 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SphereComponent.h"
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#include "GameFramework/Actor.h"
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#include "Projectile.generated.h"
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UCLASS()
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class VAMPIRES_API AProjectile : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USphereComponent* SphereComponent = nullptr;
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FVector TargetDirection = FVector::ZeroVector;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float ProjectileSpeed = 1.0f;
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public:
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// Sets default values for this actor's properties
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AProjectile();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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@ -16,8 +16,6 @@ AWeapon::AWeapon()
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void AWeapon::BeginPlay()
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{
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Super::BeginPlay();
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TArray<AWeapon*> example;
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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UEXPComponent* expcomponent = GetOwner()->GetComponentByClass<UEXPComponent>();
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@ -27,9 +25,8 @@ void AWeapon::BeginPlay()
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}
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}
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void AWeapon::FireWeaponAction_Implementation()
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void AWeapon::FireWeaponAction()
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{
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// Do stuff
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}
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void AWeapon::UpgradeWeapon(int newLevel)
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@ -12,10 +12,10 @@ class VAMPIRES_API AWeapon : public AActor
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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UPROPERTY()
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float WeaponCooldown = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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UPROPERTY()
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float Damage;
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private:
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@ -30,10 +30,8 @@ protected:
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virtual void BeginPlay() override;
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public:
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UFUNCTION(BlueprintNativeEvent)
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void FireWeaponAction();
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virtual void FireWeaponAction_Implementation();
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UFUNCTION(BlueprintCallable)
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virtual void FireWeaponAction();
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UFUNCTION()
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virtual void UpgradeWeapon(int newLevel);
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@ -18,7 +18,7 @@ void AGarlicWeapon::BeginPlay()
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SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AGarlicWeapon::OnEndOverlap);
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}
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void AGarlicWeapon::FireWeaponAction_Implementation()
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void AGarlicWeapon::FireWeaponAction()
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{
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TArray<AEnemyCharacter*> OverlappedEnemiesCache = OverlappedEnemies;
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@ -54,6 +54,8 @@ void AGarlicWeapon::FireWeaponAction_Implementation()
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i -= 1;
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}
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}
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Super::FireWeaponAction();
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}
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void AGarlicWeapon::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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@ -27,7 +27,7 @@ protected:
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virtual void BeginPlay() override;
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public:
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virtual void FireWeaponAction_Implementation() override;
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virtual void FireWeaponAction() override;
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protected:
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UFUNCTION()
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@ -1,91 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MagicWandWeapon.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "vampires/EnemyCharacter.h"
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AMagicWandWeapon::AMagicWandWeapon()
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{
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("Sphere Component"));
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SphereComponent->SetupAttachment(RootComponent);
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SphereComponent->SetSphereRadius(1000.0f);
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}
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void AMagicWandWeapon::BeginPlay()
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{
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Super::BeginPlay();
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SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AMagicWandWeapon::OnWeaponBeginOverlap);
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SphereComponent->OnComponentEndOverlap.AddDynamic(this, &AMagicWandWeapon::OnWeaponEndOverlap);
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}
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void AMagicWandWeapon::FireWeaponAction_Implementation()
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{
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Super::FireWeaponAction_Implementation();
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if (IsValid(ProjectileTemplate))
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{
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float distance = 0.0f;
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AActor* nearestActor = UGameplayStatics::FindNearestActor(GetActorLocation(), OverlappedEnemies, distance);
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if (nearestActor)
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{
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FActorSpawnParameters actorSpawnParameters;
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actorSpawnParameters.Owner = this;
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actorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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actorSpawnParameters.TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot;
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AProjectile* projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileTemplate, GetTransform(),
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actorSpawnParameters);
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FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
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GetActorLocation(), nearestActor->GetActorLocation());
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direction.Z = 0.0;
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direction.Normalize();
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projectile->TargetDirection = direction;
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}
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}
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}
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void AMagicWandWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Add(Enemy);
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}
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}
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void AMagicWandWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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OverlappedEnemies.Remove(Enemy);
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}
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}
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void AMagicWandWeapon::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult)
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{
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if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
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{
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UHealthComponent* EnemyHealthComponent = Enemy->GetHealthComponent();
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if (!EnemyHealthComponent->GetIsDead())
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{
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AController* ownerController = nullptr;
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if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
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{
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ownerController = character->GetController();
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}
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EnemyHealthComponent->TakeDamage(Enemy, Damage, nullptr, ownerController, this);
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OverlappedComponent->GetAttachmentRootActor()->Destroy();
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}
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}
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}
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@ -1,50 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "../Weapon.h"
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#include "Components/SphereComponent.h"
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#include "vampires/Projectile.h"
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#include "MagicWandWeapon.generated.h"
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/**
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*
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*/
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UCLASS()
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class VAMPIRES_API AMagicWandWeapon : public AWeapon
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USphereComponent* SphereComponent = nullptr;
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UPROPERTY(EditAnywhere, Category = "Weapon Properties")
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TSubclassOf<AProjectile> ProjectileTemplate = nullptr;
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private:
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TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
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public:
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AMagicWandWeapon();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void FireWeaponAction_Implementation() override;
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UFUNCTION()
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void OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult);
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UFUNCTION()
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void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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UFUNCTION()
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void OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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};
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