155 - Buff Component
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@ -4,6 +4,7 @@
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#include "BlasterCharacter.h"
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#include "Blaster/Blaster.h"
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#include "Blaster/Components/BuffComponent.h"
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#include "Blaster/Components/CombatComponent.h"
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#include "Blaster/GameMode/BlasterGameMode.h"
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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@ -43,6 +44,9 @@ ABlasterCharacter::ABlasterCharacter()
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Combat = CreateDefaultSubobject<UCombatComponent>(TEXT("CombatComponent"));
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Combat->SetIsReplicated(true);
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Buff = CreateDefaultSubobject<UBuffComponent>(TEXT("BuffComponent"));
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Buff->SetIsReplicated(true);
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GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetMesh()->SetCollisionObjectType(ECC_SkeletalMesh);
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@ -249,6 +253,10 @@ void ABlasterCharacter::PostInitializeComponents()
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{
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Combat->Character = this;
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}
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if (Buff)
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{
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Buff->Character = this;
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}
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}
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void ABlasterCharacter::PlayFireMontage(bool bAiming)
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@ -92,6 +92,9 @@ private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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class UCombatComponent* Combat;
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UPROPERTY(VisibleAnywhere)
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class UBuffComponent* Buff;
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UFUNCTION(Server, Reliable)
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void ServerEquipButtonPressed();
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@ -0,0 +1,25 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BuffComponent.h"
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UBuffComponent::UBuffComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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}
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void UBuffComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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void UBuffComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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@ -0,0 +1,30 @@
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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 "BuffComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BLASTER_API UBuffComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UBuffComponent();
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friend class ABlasterCharacter;
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protected:
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virtual void BeginPlay() override;
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private:
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UPROPERTY()
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class ABlasterCharacter* Character;
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public:
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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