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No commits in common. "8bf01234a0854907da9830295d54824259fa859b" and "c6059578ace80f17c8c8597380e23fd9d4c0c17e" have entirely different histories.
8bf01234a0
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c6059578ac
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@ -1,52 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "EXPComponent.h"
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// Sets default values for this component's properties
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UEXPComponent::UEXPComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = false;
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// ...
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}
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void UEXPComponent::IncrementEXP(int value)
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{
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// TODO: I should be updating the level here
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CurrentEXP += value;
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OnEXPGained.ExecuteIfBound();
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}
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void UEXPComponent::SetCurrentEXP(int value)
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{
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// TODO: I should be updating the level here
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CurrentEXP = value;
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OnEXPGained.ExecuteIfBound();
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}
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int UEXPComponent::GetCurrentEXP()
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{
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return CurrentEXP;
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}
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int UEXPComponent::GetCurrentLevel()
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{
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return CurrentLevel;
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}
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void UEXPComponent::Reset()
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{
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CurrentEXP = 0;
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CurrentLevel = 0;
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}
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// Called when the game starts
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void UEXPComponent::BeginPlay()
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{
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Super::BeginPlay();
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Reset();
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}
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@ -1,48 +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/ActorComponent.h"
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#include "EXPComponent.generated.h"
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DECLARE_DELEGATE(FOnEXPGainedDelegate)
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DECLARE_DELEGATE(FOnEXPLevelUpDelegate)
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class VAMPIRES_API UEXPComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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FOnEXPGainedDelegate OnEXPGained;
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FOnEXPLevelUpDelegate OnEXPLevelUp;
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protected:
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int CurrentEXP = 0;
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int CurrentLevel = 0;
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public:
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// Sets default values for this component's properties
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UEXPComponent();
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UFUNCTION()
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void IncrementEXP(int value);
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UFUNCTION()
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void SetCurrentEXP(int value);
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UFUNCTION()
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int GetCurrentEXP();
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UFUNCTION()
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int GetCurrentLevel();
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UFUNCTION()
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void Reset();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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};
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@ -1,108 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HealthComponent.h"
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// Sets default values for this component's properties
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UHealthComponent::UHealthComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = false;
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// ...
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}
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void UHealthComponent::TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
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AController* instigatedBy, AActor* damageCauser)
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{
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if (damagedActor == nullptr || IsDead || !CanDamage)
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{
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return;
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}
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CurrentHealth -= damage;
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OnDamaged.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
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if (CurrentHealth <= 0.0f)
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{
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IsDead = true;
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OnDeath.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
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}
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}
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void UHealthComponent::IncrementHealth(float value)
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{
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CurrentHealth += value;
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if (CurrentHealth > MaxHealth)
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{
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CurrentHealth = MaxHealth;
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}
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}
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float UHealthComponent::GetMaxHealth()
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{
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return MaxHealth;
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}
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void UHealthComponent::SetMaxHealth(float value)
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{
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MaxHealth = value;
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}
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float UHealthComponent::GetCurrentHealth()
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{
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return CurrentHealth;
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}
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void UHealthComponent::SetCurrentHealth(float value)
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{
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CurrentHealth = value;
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if (CurrentHealth > MaxHealth)
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{
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CurrentHealth = MaxHealth;
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}
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}
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void UHealthComponent::ResetHealth()
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{
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CurrentHealth = MaxHealth;
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}
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void UHealthComponent::RecoverHealth(float value)
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{
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// TODO: We might want to add some extra checking here
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IncrementHealth(value);
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}
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bool UHealthComponent::GetIsDead()
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{
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return IsDead;
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}
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void UHealthComponent::SetIsDead(bool isDead)
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{
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IsDead = isDead;
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}
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bool UHealthComponent::GetCanDamage()
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{
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return CanDamage;
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}
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void UHealthComponent::SetCanDamage(bool canDamage)
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{
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CanDamage = canDamage;
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}
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// Called when the game starts
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void UHealthComponent::BeginPlay()
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{
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Super::BeginPlay();
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ResetHealth();
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}
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@ -1,98 +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/ActorComponent.h"
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#include "HealthComponent.generated.h"
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USTRUCT()
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struct FDamageInfo
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{
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GENERATED_BODY()
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UPROPERTY()
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AActor* DamagedActor;
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UPROPERTY()
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float Damage;
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UPROPERTY()
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const UDamageType* DamageType;
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UPROPERTY()
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AController* InstigatedBy;
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UPROPERTY()
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AActor* DamageCauser;
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};
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DECLARE_DELEGATE_OneParam(FOnDamageDelegate, FDamageInfo)
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DECLARE_DELEGATE_OneParam(FOnDeathDelegate, FDamageInfo)
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class VAMPIRES_API UHealthComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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FOnDamageDelegate OnDamaged;
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FOnDeathDelegate OnDeath;
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protected:
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UPROPERTY(EditDefaultsOnly)
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float MaxHealth = 100.f;
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UPROPERTY(VisibleAnywhere)
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float CurrentHealth;
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bool IsDead = false;
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bool CanDamage = true;
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public:
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// Sets default values for this component's properties
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UHealthComponent();
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UFUNCTION()
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virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
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AController* instigatedBy,
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AActor* damageCauser);
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UFUNCTION()
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void IncrementHealth(float value);
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UFUNCTION()
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float GetMaxHealth();
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UFUNCTION()
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void SetMaxHealth(float value);
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UFUNCTION()
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float GetCurrentHealth();
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UFUNCTION()
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void SetCurrentHealth(float value);
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UFUNCTION()
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void ResetHealth();
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UFUNCTION()
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void RecoverHealth(float healing);
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UFUNCTION()
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bool GetIsDead();
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UFUNCTION()
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void SetIsDead(bool isDead);
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UFUNCTION()
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bool GetCanDamage();
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UFUNCTION()
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void SetCanDamage(bool canDamage);
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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};
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@ -26,12 +26,6 @@ APlayerCharacter::APlayerCharacter()
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CameraComponent->bUsePawnControlRotation = false;
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CameraComponent->bUsePawnControlRotation = false;
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CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic);
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CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic);
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CameraComponent->SetOrthoWidth(4000.0f);
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CameraComponent->SetOrthoWidth(4000.0f);
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// Create Health Component
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HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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// Create EXP Component
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EXPComponent = CreateDefaultSubobject<UEXPComponent>(TEXT("EXP Component"));
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}
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}
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void APlayerCharacter::BeginPlay()
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void APlayerCharacter::BeginPlay()
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@ -45,8 +39,7 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
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if (AVampirePlayerController* TankPlayerController = Cast<AVampirePlayerController>(GetController()))
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if (AVampirePlayerController* TankPlayerController = Cast<AVampirePlayerController>(GetController()))
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{
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{
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
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UEnhancedInputLocalPlayerSubsystem>(TankPlayerController->GetLocalPlayer()))
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{
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{
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if (!InputMappingContext.IsNull())
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if (!InputMappingContext.IsNull())
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{
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{
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@ -3,8 +3,6 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "EXPComponent.h"
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#include "HealthComponent.h"
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#include "VampireCharacter.h"
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#include "VampireCharacter.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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@ -22,6 +20,7 @@ class VAMPIRES_API APlayerCharacter : public AVampireCharacter
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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USpringArmComponent* CameraSpringArmComponent = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* MovementAction;
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UInputAction* MovementAction;
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protected:
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UPROPERTY()
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UHealthComponent* HealthComponent;
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UPROPERTY()
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UEXPComponent* EXPComponent;
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public:
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public:
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APlayerCharacter();
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APlayerCharacter();
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protected:
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protected:
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@ -51,6 +44,9 @@ public:
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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private:
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private:
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UFUNCTION()
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UFUNCTION()
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void MovementCallback(const FInputActionInstance& Instance);
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void MovementCallback(const FInputActionInstance& Instance);
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};
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};
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Reference in New Issue