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6c2e8fc163
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72dfaa500f
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.gitignore
vendored
1
.gitignore
vendored
@ -54,4 +54,3 @@ Saved/*
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Saved
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Intermediate
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DerivedDataCache
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[/Script/LiveCoding.LiveCodingSettings]
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bEnabled=False
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Startup=AutomaticButHidden
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bEnableReinstancing=True
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bAutomaticallyCompileNewClasses=True
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bPreloadEngineModules=False
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bPreloadEnginePluginModules=False
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bPreloadProjectModules=True
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bPreloadProjectPluginModules=True
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34
Source/Aura/Private/AuraCharacterBase.cpp
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Source/Aura/Private/AuraCharacterBase.cpp
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// Copyright; GhostPacket Games
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#include "AuraCharacterBase.h"
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// Sets default values
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AAuraCharacterBase::AAuraCharacterBase()
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{
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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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}
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// Called when the game starts or when spawned
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void AAuraCharacterBase::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 AAuraCharacterBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AAuraCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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// Copyright; GhostPacket Games
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#include "Character/AuraCharacter.h"
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// Copyright; GhostPacket Games
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#include "Character/AuraCharacterBase.h"
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AAuraCharacterBase::AAuraCharacterBase()
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{
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PrimaryActorTick.bCanEverTick = false;
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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@ -1,5 +0,0 @@
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// Copyright; GhostPacket Games
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#include "Character/AuraEnemy.h"
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28
Source/Aura/Public/AuraCharacterBase.h
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28
Source/Aura/Public/AuraCharacterBase.h
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "AuraCharacterBase.generated.h"
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UCLASS()
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class AURA_API AAuraCharacterBase : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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AAuraCharacterBase();
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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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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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@ -1,17 +0,0 @@
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "Character/AuraCharacterBase.h"
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#include "AuraCharacter.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AAuraCharacter : public AAuraCharacterBase
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{
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GENERATED_BODY()
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};
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "AuraCharacterBase.generated.h"
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UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
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class AURA_API AAuraCharacterBase : public ACharacter
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{
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GENERATED_BODY()
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public:
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AAuraCharacterBase();
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, Category = "Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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};
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "Character/AuraCharacterBase.h"
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#include "AuraEnemy.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AAuraEnemy : public AAuraCharacterBase
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{
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GENERATED_BODY()
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};
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "AuraCharacterBase.generated.h"
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UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
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class AURA_API AAuraCharacterBase : public ACharacter
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{
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GENERATED_BODY()
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public:
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AAuraCharacterBase();
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protected:
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virtual void BeginPlay() override;
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};
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// Copyright; GhostPacket Games
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#include "Character/AuraCharacterBase.h"
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AAuraCharacterBase::AAuraCharacterBase()
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{
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PrimaryActorTick.bCanEverTick = false;
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}
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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