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No commits in common. "f6bbc7e8f092e22342cb758d4ac8bfa02ecdd0da" and "3a729caab0dd98a5b6716d21742b8032f2c902ef" have entirely different histories.

17 changed files with 11 additions and 50 deletions

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@ -38,7 +38,6 @@ void AVampireAIController::OnPossess(APawn* InPawn)
EnemyCharacter = Cast<AEnemyCharacter>(InPawn); EnemyCharacter = Cast<AEnemyCharacter>(InPawn);
check(EnemyCharacter); check(EnemyCharacter);
EnemyCharacter->bUseControllerRotationYaw = false;
EnemyCharacter->GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged"); EnemyCharacter->GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
EnemyCharacter->GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath"); EnemyCharacter->GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath");

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@ -11,11 +11,6 @@ AVampireCharacter::AVampireCharacter()
// Create Health Component // Create Health Component
HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component")); HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
PaperFlipbookComponent = CreateDefaultSubobject<UPaperFlipbookComponent>(TEXT("Paper Flipbook Component"));
PaperFlipbookComponent->SetRelativeRotation(FRotator(0.0f, 90.0f,-90.0f));
PaperFlipbookComponent->SetRelativeScale3D(FVector(0.2f, 0.2f, 0.2f));
PaperFlipbookComponent->SetupAttachment(RootComponent);
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned

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@ -5,7 +5,6 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "HealthComponent.h" #include "HealthComponent.h"
#include "PaperFlipbookComponent.h"
#include "VampireCharacter.generated.h" #include "VampireCharacter.generated.h"
UCLASS() UCLASS()
@ -13,14 +12,11 @@ class VAMPIRES_API AVampireCharacter : public ACharacter
{ {
GENERATED_BODY() GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPaperFlipbookComponent* PaperFlipbookComponent;
protected: protected:
UPROPERTY() UPROPERTY()
UHealthComponent* HealthComponent; UHealthComponent* HealthComponent;
public: public:
// Sets default values for this character's properties // Sets default values for this character's properties
AVampireCharacter(); AVampireCharacter();
@ -29,7 +25,7 @@ protected:
// Called when the game starts or when spawned // Called when the game starts or when spawned
virtual void BeginPlay() override; virtual void BeginPlay() override;
public: public:
// Called every frame // Called every frame
virtual void Tick(float DeltaTime) override; virtual void Tick(float DeltaTime) override;
@ -37,4 +33,5 @@ public:
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UHealthComponent* GetHealthComponent(); UHealthComponent* GetHealthComponent();
}; };