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3 Commits
e07abfbcfc
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9436d16875
Author | SHA1 | Date |
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baz | 9436d16875 | |
baz | 3642b9418b | |
baz | 3e14d6f6e3 |
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@ -78,6 +78,14 @@ void APickup::OnOuterBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAct
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{
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PickupLocation = GetActorLocation();
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PlayTimeLine();
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double dist = FVector::Distance(GetActorLocation(), PlayerCharacter->GetActorLocation());
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if (dist < OuterSphereComponent->GetScaledSphereRadius())
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{
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double ratio = FMath::Abs((dist / OuterSphereComponent->GetScaledSphereRadius()) - 1.0f);
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TimelineComponent->SetNewTime(ratio);
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}
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}
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}
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@ -36,11 +36,9 @@ void AVampireAIController::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (AVampireCharacter* Player = Cast<AVampireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)))
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if (PlayerCharacter)
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{
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Blackboard->SetValueAsObject("Player", Player);
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auto location = Player->GetActorLocation();
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Blackboard->SetValueAsVector("PlayerLocation", location);
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Blackboard->SetValueAsVector("PlayerLocation", PlayerCharacter->GetActorLocation());
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}
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}
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@ -54,11 +52,18 @@ void AVampireAIController::OnPossess(APawn* InPawn)
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EnemyCharacter->GetHealthComponent()->OnDamaged.AddDynamic(this, &AVampireAIController::OnDamaged);
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EnemyCharacter->GetHealthComponent()->OnDeath.AddDynamic(this, &AVampireAIController::OnDeath);
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PlayerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);
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if (UBehaviorTree* bt = EnemyCharacter->GetBehaviorTree())
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{
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Blackboard->InitializeBlackboard(*bt->BlackboardAsset);
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BehaviorTree->StartTree(*bt);
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Blackboard->SetValueAsObject("SelfActor", EnemyCharacter);
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if (PlayerCharacter)
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{
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Blackboard->SetValueAsObject("Player", PlayerCharacter);
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}
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}
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}
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@ -22,7 +22,7 @@ class VAMPIRES_API AVampireAIController : public AAIController
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UBehaviorTreeComponent* BehaviorTree;
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APlayerCharacter* PlayerCharacter;
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ACharacter* PlayerCharacter;
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AEnemyCharacter* EnemyCharacter;
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@ -27,6 +27,7 @@ class VAMPIRES_API AGarlicWeapon : public AWeapon
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{
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GENERATED_BODY()
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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USphereComponent* SphereComponent;
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TArray<FOverlappedEnemy> OverlappedEnemies;
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