created new NPC c++ class
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@ -1,32 +1,32 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HYEnemy.h"
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#include "HYEnemyBase.h"
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// Sets default values
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// Sets default values
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AHYEnemy::AHYEnemy()
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AHYEnemyBase::AHYEnemyBase()
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{
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{
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// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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void AHYEnemy::BeginPlay()
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void AHYEnemyBase::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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}
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}
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// Called every frame
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// Called every frame
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void AHYEnemy::Tick(float DeltaTime)
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void AHYEnemyBase::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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}
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}
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// Called to bind functionality to input
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// Called to bind functionality to input
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void AHYEnemy::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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void AHYEnemyBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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@ -3,17 +3,17 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "GameFramework/Character.h"
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#include "HYEnemy.generated.h"
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#include "HYEnemyBase.generated.h"
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UCLASS()
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UCLASS()
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class HWANYOUNG2_API AHYEnemy : public APawn
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class HWANYOUNG2_API AHYEnemyBase : public ACharacter
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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// Sets default values for this pawn's properties
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// Sets default values for this character's properties
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AHYEnemy();
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AHYEnemyBase();
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protected:
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protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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@ -1,40 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HYWeapon.h"
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// Sets default values
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AHYWeapon::AHYWeapon()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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AHYWeapon::AHYWeapon(float atkDmg, float critDmg, float critRt)
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{
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attackDamage = atkDmg;
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critDamage = critDmg;
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critRate = critRt;
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}
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// Called when the game starts or when spawned
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void AHYWeapon::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AHYWeapon::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void AHYWeapon::UseWeapon(AHYEnemy* target)
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{
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}
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@ -1,45 +0,0 @@
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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 "GameFramework/Actor.h"
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#include "HYEnemy.h"
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#include "HYWeapon.generated.h"
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UCLASS()
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class HWANYOUNG2_API AHYWeapon : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AHYWeapon();
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AHYWeapon(float atkDmg, float critDmg, float critRt);
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float attackDamage; //flat numbers for attack damage
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float critDamage; //flat numbers for crit damage
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float critRate; //percentage rate of how likely one hits a crit dmg
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/* smth to think about in later epics:
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* hit stop - this is more an event+animation frame related thing
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* knock back - this is more of status effect stuff
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*/
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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/*
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*/
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virtual void UseWeapon(AHYEnemy* target);
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};
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@ -16,11 +16,11 @@ class Ahwanyoung2Character : public ACharacter
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GENERATED_BODY()
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GENERATED_BODY()
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/** Camera boom positioning the camera behind the character */
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/** Camera boom positioning the camera behind the character */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
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class USpringArmComponent* CameraBoom;
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class USpringArmComponent* CameraBoom;
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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(BlueprintReadWrite, 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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/** Collection sphere */
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