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03023ed494
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Content/Gamemode/BP_DefaultGamemode.uasset (Stored with Git LFS)
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Content/Gamemode/BP_DefaultGamemode.uasset (Stored with Git LFS)
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@ -37,6 +37,7 @@ void APickup::Tick(float DeltaSeconds)
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if (currentDistance <= PickupMovementRange)
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{
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double speed = 400 / currentDistance;
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UE_LOG(LogTemp, Warning, TEXT("The integer value is: %f"), speed);
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FVector location = FMath::VInterpTo(actorLocation, playerLocation, DeltaSeconds, speed);
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SetActorLocation(location);
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}
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@ -3,62 +3,3 @@
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#include "VampireGameMode.h"
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#include "Kismet/GameplayStatics.h"
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void AVampireGameMode::BeginPlay()
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{
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Super::BeginPlay();
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PlayerCharacter = Cast<APlayerCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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PlayerController = Cast<AVampirePlayerController>(UGameplayStatics::GetPlayerController(PlayerCharacter, 0));
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GetWorldTimerManager().SetTimer(SpawnEnemyTimerDelegate, this, &AVampireGameMode::SpawnEnemy, 1.0f, true);
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}
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void AVampireGameMode::SpawnEnemy()
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{
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FVector TopLeft, TopLeftDir;
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FVector TopRight, TopRightDir;
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FVector BottomLeft, BottomLeftDir;
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FVector BottomRight, BottomRightDir;
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FVector CenterPos, CenterDir;
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FVector2d ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, 0, TopRight, TopRightDir);
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PlayerController->DeprojectScreenPositionToWorld(0, ViewportSize.Y, BottomLeft, BottomLeftDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
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PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X / 2, ViewportSize.Y / 2, CenterPos, CenterDir);
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FVector SpawnLocation;
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switch (FMath::RandRange(0, 3))
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{
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case 0:
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SpawnLocation = FMath::Lerp(TopLeft, TopRight, FMath::RandRange(0.0f, 1.0f));
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break;
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case 1:
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SpawnLocation = FMath::Lerp(TopRight, BottomRight, FMath::RandRange(0.0f, 1.0f));
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break;
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case 2:
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SpawnLocation = FMath::Lerp(BottomRight, BottomLeft, FMath::RandRange(0.0f, 1.0f));
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break;
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case 3:
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SpawnLocation = FMath::Lerp(BottomLeft, TopLeft, FMath::RandRange(0.0f, 1.0f));
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break;
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default:
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UE_LOG(LogTemp, Warning, TEXT("Something broke"));
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break;
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}
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SpawnLocation.Z = PlayerCharacter->GetActorLocation().Z;
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FTransform Transform;
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Transform.SetLocation(SpawnLocation);
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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AEnemyCharacter* actor = GetWorld()->SpawnActor<AEnemyCharacter>(EnemyTemplate, Transform, SpawnParameters);
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actor->SpawnDefaultController();
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}
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@ -3,9 +3,6 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "EnemyCharacter.h"
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#include "PlayerCharacter.h"
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#include "VampirePlayerController.h"
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#include "GameFramework/GameMode.h"
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#include "VampireGameMode.generated.h"
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@ -16,21 +13,5 @@ UCLASS()
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class VAMPIRES_API AVampireGameMode : public AGameMode
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<AEnemyCharacter> EnemyTemplate;
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private:
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APlayerCharacter* PlayerCharacter;
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AVampirePlayerController* PlayerController;
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FTimerHandle SpawnEnemyTimerDelegate;
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protected:
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virtual void BeginPlay() override;
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UFUNCTION()
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void SpawnEnemy();
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};
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