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20 changed files with 62 additions and 127 deletions

1
.gitignore vendored
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@ -54,4 +54,3 @@ Saved/*
Saved
Intermediate
DerivedDataCache

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[/Script/LiveCoding.LiveCodingSettings]
bEnabled=False
Startup=AutomaticButHidden
bEnableReinstancing=True
bAutomaticallyCompileNewClasses=True
bPreloadEngineModules=False
bPreloadEnginePluginModules=False
bPreloadProjectModules=True
bPreloadProjectPluginModules=True

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// Copyright; GhostPacket Games
#include "AuraCharacterBase.h"
// Sets default values
AAuraCharacterBase::AAuraCharacterBase()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AAuraCharacterBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AAuraCharacterBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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// Copyright; GhostPacket Games
#include "Character/AuraCharacter.h"

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// Copyright; GhostPacket Games
#include "Character/AuraCharacterBase.h"
AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}

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// Copyright; GhostPacket Games
#include "Character/AuraEnemy.h"

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// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
UCLASS()
class AURA_API AAuraCharacterBase : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AAuraCharacterBase();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};

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@ -1,17 +0,0 @@
// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "Character/AuraCharacterBase.h"
#include "AuraCharacter.generated.h"
/**
*
*/
UCLASS()
class AURA_API AAuraCharacter : public AAuraCharacterBase
{
GENERATED_BODY()
};

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@ -1,22 +0,0 @@
// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
class AURA_API AAuraCharacterBase : public ACharacter
{
GENERATED_BODY()
public:
AAuraCharacterBase();
protected:
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, Category = "Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
};

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@ -1,17 +0,0 @@
// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "Character/AuraCharacterBase.h"
#include "AuraEnemy.generated.h"
/**
*
*/
UCLASS()
class AURA_API AAuraEnemy : public AAuraCharacterBase
{
GENERATED_BODY()
};

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@ -1,19 +0,0 @@
// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
class AURA_API AAuraCharacterBase : public ACharacter
{
GENERATED_BODY()
public:
AAuraCharacterBase();
protected:
virtual void BeginPlay() override;
};

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@ -1,12 +0,0 @@
// Copyright; GhostPacket Games
#include "Character/AuraCharacterBase.h"
AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
}
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}