in the middle of implementing the controller
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@ -2,6 +2,8 @@
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#pragma once
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#pragma once
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#include "Interactable.h"
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/PlayerController.h"
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#include "HYPlayerCharacController.generated.h"
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#include "HYPlayerCharacController.generated.h"
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@ -4,6 +4,7 @@
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#include "HYCharacAbilitySystemComponent.h"
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#include "HYCharacAbilitySystemComponent.h"
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#include "HYPlayerCharacAttributeSet.h"
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#include "HYPlayerCharacAttributeSet.h"
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#include "HYCharacGameplayAbility.h"
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#include "HYCharacGameplayAbility.h"
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#include "HYPlayerCharacController.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/InputComponent.h"
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#include "Components/InputComponent.h"
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@ -12,6 +13,9 @@
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "Interactable.h"
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#include "InventoryItem.h"
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -153,6 +157,52 @@ void Ahwanyoung2Character::BeginPlay()
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}
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}
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}
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}
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void Ahwanyoung2Character::CheckForInteractables()
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{
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// Creates a LineTrace (similar to RayCast) to check for a hit
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FHitResult HitResult;
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// The range of area the system should check for interactables
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int32 Range = 500; //this can be changed
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//The start of the trace is the transform of the follow camera
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FVector StartTrace = FollowCamera->GetComponentLocation();
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//And the end of the trace is the 500 units ahead of the start trace
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FVector EndTrace = (FollowCamera->GetForwardVector() * Range) + StartTrace;
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//Keeps track of parameters passed into collision function, assuming that
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//there are multiple collided actors that is passed through the collision function
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(this); //we are ignoring this, which is the character
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//Similarly to how GetComponent<>() function works, we get the controller
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//object attached to the character and cast it as player character controller class
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AHYPlayerCharacController* IController = Cast<AHYPlayerCharacController>(GetController());
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if (IController) {
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//Checking if something is hit by the line cast within the range
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if (GetWorld()->LineTraceSingleByChannel(HitResult, StartTrace, EndTrace,
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ECC_Visibility, QueryParams)) {
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//Cast the actor to AInteractable
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AInteractable* Interactable = Cast<AInteractable>(HitResult.GetActor());
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if (Interactable) {
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IController->CurrentInteractable = Interactable;
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return;
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}
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}
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IController->CurrentInteractable = nullptr;
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}
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}
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void Ahwanyoung2Character::Tick(float DeltaTime)
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{
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// Input
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// Input
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@ -221,65 +271,65 @@ int32 Ahwanyoung2Character::GetAbilityLevel(EAbilityInputID AbilityID) const
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return int32();
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return int32();
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}
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}
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void Ahwanyoung2Character::RemoveCharacterAbilities()
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//void Ahwanyoung2Character::RemoveCharacterAbilities()
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{
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//{
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//if the object doesn't have the authority, ability system component is not valid
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// //if the object doesn't have the authority, ability system component is not valid
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//or character abilities are not given in the ability system component,
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// //or character abilities are not given in the ability system component,
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//we don't do anything and just return
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// //we don't do anything and just return
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if (GetLocalRole() != ROLE_Authority ||
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// if (GetLocalRole() != ROLE_Authority ||
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!AbilitySystemComponent.IsValid() ||
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// !AbilitySystemComponent.IsValid() ||
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!AbilitySystemComponent->CharacterAbilitiesGiven)
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// !AbilitySystemComponent->CharacterAbilitiesGiven)
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{
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// {
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return;
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// return;
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}
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// }
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//
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// TArray<FGameplayAbilitySpecHandle> AbilitiesToRemove;
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// for (const FGameplayAbilitySpec& Spec : AbilitySystemComponent->GetActivatableAbilities())
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// {
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// if (Spec.SourceObject == this && CharacterAbilities.Contains(Spec.Ability->GetClass()))
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// {
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// AbilitiesToRemove.Add(Spec.Handle); //spec.handle is an instance of the ability
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// }
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// }
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//
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// for (int32 i = 0; i < AbilitiesToRemove.Num(); i++)
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// {
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// AbilitySystemComponent->ClearAbility(AbilitiesToRemove[i]);
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// }
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//
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// AbilitySystemComponent->CharacterAbilitiesGiven = false;
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//}
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TArray<FGameplayAbilitySpecHandle> AbilitiesToRemove;
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//void Ahwanyoung2Character::Die()
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for (const FGameplayAbilitySpec& Spec : AbilitySystemComponent->GetActivatableAbilities())
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//{
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{
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// RemoveCharacterAbilities();
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if (Spec.SourceObject == this && CharacterAbilities.Contains(Spec.Ability->GetClass()))
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//
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{
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// GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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AbilitiesToRemove.Add(Spec.Handle); //spec.handle is an instance of the ability
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// GetCharacterMovement()->GravityScale = 0;
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}
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// GetCharacterMovement()->Velocity = FVector(0); //disabling character movement when death
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}
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//
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// OnCharacterDied.Broadcast(this);
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for (int32 i = 0; i < AbilitiesToRemove.Num(); i++)
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//
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{
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// if (AbilitySystemComponent.IsValid())
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AbilitySystemComponent->ClearAbility(AbilitiesToRemove[i]);
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// {
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}
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// AbilitySystemComponent->CancelAbilities();
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//
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AbilitySystemComponent->CharacterAbilitiesGiven = false;
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// FGameplayTagContainer EffectsTagsToRemove;
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}
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// EffectsTagsToRemove.AddTag(EffectRemoveOnDeathTag);
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// int32 NumEffectsRemoved = AbilitySystemComponent->RemoveActiveEffectsWithTags(EffectsTagsToRemove);
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void Ahwanyoung2Character::Die()
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// AbilitySystemComponent->AddLooseGameplayTag(DeadTag);
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{
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// }
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RemoveCharacterAbilities();
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//
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// //playing death anim:
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GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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// if (DeathMontage)
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GetCharacterMovement()->GravityScale = 0;
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// {
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GetCharacterMovement()->Velocity = FVector(0); //disabling character movement when death
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// PlayAnimMontage(DeathMontage);
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// }
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OnCharacterDied.Broadcast(this);
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// else
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// {
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if (AbilitySystemComponent.IsValid())
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// FinishDying();
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{
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// }
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AbilitySystemComponent->CancelAbilities();
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//}
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FGameplayTagContainer EffectsTagsToRemove;
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EffectsTagsToRemove.AddTag(EffectRemoveOnDeathTag);
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int32 NumEffectsRemoved = AbilitySystemComponent->RemoveActiveEffectsWithTags(EffectsTagsToRemove);
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AbilitySystemComponent->AddLooseGameplayTag(DeadTag);
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}
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//playing death anim:
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if (DeathMontage)
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{
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PlayAnimMontage(DeathMontage);
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}
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else
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{
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FinishDying();
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}
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}
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void Ahwanyoung2Character::FinishDying()
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void Ahwanyoung2Character::FinishDying()
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{
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{
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@ -461,3 +511,4 @@ void Ahwanyoung2Character::SetGaugeP(float GaugeP)
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AttributeSetBase->SetGaugeP(GaugeP);
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AttributeSetBase->SetGaugeP(GaugeP);
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}
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}
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}
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}
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@ -27,7 +27,12 @@ class Ahwanyoung2Character : public ACharacter, public IAbilitySystemInterface
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/** Follow camera */
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/** Follow camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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class UCameraComponent* FollowCamera;
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class UCameraComponent* FollowCamera;
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/** Collection sphere */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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class USphereComponent* CollectionSphere;
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#pragma region Controller
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/** MappingContext */
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputMappingContext* DefaultMappingContext;
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class UInputMappingContext* DefaultMappingContext;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* LookAction;
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class UInputAction* LookAction;
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#pragma endregion move this to PlayerCharacController.h
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public:
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public:
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UPROPERTY(BlueprintAssignable, Category = "Hwanyoung|Character")
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UPROPERTY(BlueprintAssignable, Category = "Hwanyoung|Character")
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UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Character")
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UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Character")
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virtual int32 GetAbilityLevel(EAbilityInputID AbilityID) const;
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virtual int32 GetAbilityLevel(EAbilityInputID AbilityID) const;
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//this function is called only in the server:
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////this function is called only in the server:
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virtual void RemoveCharacterAbilities();
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//virtual void RemoveCharacterAbilities();
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//this is also called only in the server:
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////this is also called only in the server:
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virtual void Die();
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//virtual void Die();
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UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Character")
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UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Character")
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virtual void FinishDying();
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virtual void FinishDying();
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@ -102,6 +109,13 @@ public:
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UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
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UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
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FVector GetStartingCameraBoomLocation();
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FVector GetStartingCameraBoomLocation();
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/** Returns CameraBoom subobject **/
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class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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/** Returns FollowCamera subobject **/
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class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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virtual void Tick(float DeltaTime) override;
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protected:
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protected:
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//pointers to the attribute set and ability system component
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//pointers to the attribute set and ability system component
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FGameplayTag EffectRemoveOnDeathTag;
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FGameplayTag EffectRemoveOnDeathTag;
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Character")
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Character")
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FText CharacterName;
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FText CharacterName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Hwanyoung|Animation")
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Hwanyoung|Animation")
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UAnimMontage* DeathMontage;
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UAnimMontage* DeathMontage;
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilties")
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilties")
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TSubclassOf<class UGameplayEffect> DefaultAttributes;
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TSubclassOf<class UGameplayEffect> DefaultAttributes;
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilities")
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilities")
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TArray<TSubclassOf<class UGameplayEffect>> StartupEffects;
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TArray<TSubclassOf<class UGameplayEffect>> StartupEffects;
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilities")
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilities")
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TArray<TSubclassOf<class UHYCharacGameplayAbility>> CharacterAbilities;
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TArray<TSubclassOf<class UHYCharacGameplayAbility>> CharacterAbilities;
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virtual void AddCharacterAbilities();
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virtual void AddCharacterAbilities();
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virtual void InitializeAttributes();
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virtual void InitializeAttributes();
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@ -172,20 +186,20 @@ protected:
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/** Called for looking input */
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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void Look(const FInputActionValue& Value);
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/** Called for checking for the closest Interactable in sight and in range*/
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void CheckForInteractables();
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protected:
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protected:
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// APawn interface
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// APawn interface
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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// To add mapping context
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// To add mapping context
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virtual void BeginPlay();
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virtual void BeginPlay();
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public:
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// Checks for the closest Interactable in sight and in range
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/** Returns CameraBoom subobject **/
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void CheckForInteractables();
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class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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/** Returns FollowCamera subobject **/
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class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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};
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};
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