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@ -38,7 +38,6 @@ void AVampireAIController::OnPossess(APawn* InPawn)
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EnemyCharacter = Cast<AEnemyCharacter>(InPawn);
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check(EnemyCharacter);
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EnemyCharacter->bUseControllerRotationYaw = false;
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EnemyCharacter->GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
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EnemyCharacter->GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath");
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@ -11,11 +11,6 @@ AVampireCharacter::AVampireCharacter()
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// Create Health Component
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HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
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PaperFlipbookComponent = CreateDefaultSubobject<UPaperFlipbookComponent>(TEXT("Paper Flipbook Component"));
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PaperFlipbookComponent->SetRelativeRotation(FRotator(0.0f, 90.0f,-90.0f));
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PaperFlipbookComponent->SetRelativeScale3D(FVector(0.2f, 0.2f, 0.2f));
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PaperFlipbookComponent->SetupAttachment(RootComponent);
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}
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// Called when the game starts or when spawned
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@ -5,7 +5,6 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "HealthComponent.h"
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#include "PaperFlipbookComponent.h"
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#include "VampireCharacter.generated.h"
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UCLASS()
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@ -13,11 +12,8 @@ class VAMPIRES_API AVampireCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPaperFlipbookComponent* PaperFlipbookComponent;
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protected:
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UPROPERTY()
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UHealthComponent* HealthComponent;
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@ -37,4 +33,5 @@ public:
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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UHealthComponent* GetHealthComponent();
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};
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