Removed TP Classes and Created Pilot Camera
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3d4773a5e9
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Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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Content/FirstPerson/Blueprints/BP_FirstPersonPlayerController.uasset
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Content/FirstPerson/Blueprints/BP_FirstPersonPlayerController.uasset
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Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
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Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
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Content/__ExternalActors__/FirstPerson/Maps/FirstPersonMap/A/KU/12YG9I1QW2GU72MG8QQX1K.uasset
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Content/__ExternalActors__/FirstPerson/Maps/FirstPersonMap/A/KU/12YG9I1QW2GU72MG8QQX1K.uasset
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@ -7,7 +7,10 @@
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{
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"Name": "Monolith",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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@ -1,9 +1,8 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MonolithCharacter.h"
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#include "MonolithProjectile.h"
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#include "Animation/AnimInstance.h"
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#include "Camera/CameraComponent.h"
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#include "PilotCamera.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "EnhancedInputComponent.h"
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@ -22,7 +21,7 @@ AMonolithCharacter::AMonolithCharacter()
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GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
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// Create a CameraComponent
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FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
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FirstPersonCameraComponent = CreateDefaultSubobject<UPilotCamera>(TEXT("FirstPersonCamera"));
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FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
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FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
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FirstPersonCameraComponent->bUsePawnControlRotation = true;
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@ -78,6 +77,7 @@ void AMonolithCharacter::Move(const FInputActionValue& Value)
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// add movement
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AddMovementInput(GetActorForwardVector(), MovementVector.Y);
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AddMovementInput(GetActorRightVector(), MovementVector.X);
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UE_LOG(LogTemp, Warning, TEXT("X: %f, Y: %f"), (float)MovementVector.X, (float)MovementVector.Y);
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}
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}
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@ -9,7 +9,7 @@
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class UInputComponent;
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class USkeletalMeshComponent;
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class UCameraComponent;
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class UPilotCamera;
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class UInputAction;
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class UInputMappingContext;
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struct FInputActionValue;
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@ -27,7 +27,7 @@ class AMonolithCharacter : public ACharacter
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/** First person camera */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FirstPersonCameraComponent;
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UPilotCamera* FirstPersonCameraComponent;
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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@ -37,6 +37,8 @@ class AMonolithCharacter : public ACharacter
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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UInputAction* MoveAction;
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int fortnite = 69;
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public:
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AMonolithCharacter();
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@ -64,8 +66,5 @@ protected:
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public:
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/** Returns Mesh1P subobject **/
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USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
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/** Returns FirstPersonCameraComponent subobject **/
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UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
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};
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@ -1,43 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MonolithProjectile.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Components/SphereComponent.h"
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AMonolithProjectile::AMonolithProjectile()
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{
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// Use a sphere as a simple collision representation
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CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
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CollisionComp->InitSphereRadius(5.0f);
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CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
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CollisionComp->OnComponentHit.AddDynamic(this, &AMonolithProjectile::OnHit); // set up a notification for when this component hits something blocking
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// Players can't walk on it
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CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
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CollisionComp->CanCharacterStepUpOn = ECB_No;
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// Set as root component
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RootComponent = CollisionComp;
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// Use a ProjectileMovementComponent to govern this projectile's movement
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ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
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ProjectileMovement->UpdatedComponent = CollisionComp;
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ProjectileMovement->InitialSpeed = 3000.f;
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ProjectileMovement->MaxSpeed = 3000.f;
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ProjectileMovement->bRotationFollowsVelocity = true;
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ProjectileMovement->bShouldBounce = true;
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// Die after 3 seconds by default
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InitialLifeSpan = 3.0f;
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}
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void AMonolithProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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// Only add impulse and destroy projectile if we hit a physics
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if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics())
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{
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OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
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Destroy();
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}
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}
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@ -1,37 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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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 "MonolithProjectile.generated.h"
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class USphereComponent;
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class UProjectileMovementComponent;
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UCLASS(config=Game)
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class AMonolithProjectile : public AActor
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{
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GENERATED_BODY()
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/** Sphere collision component */
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UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
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USphereComponent* CollisionComp;
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/** Projectile movement component */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
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UProjectileMovementComponent* ProjectileMovement;
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public:
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AMonolithProjectile();
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/** called when projectile hits something */
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UFUNCTION()
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void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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/** Returns CollisionComp subobject **/
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USphereComponent* GetCollisionComp() const { return CollisionComp; }
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/** Returns ProjectileMovement subobject **/
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UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
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};
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23
Source/Monolith/PilotCamera.cpp
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23
Source/Monolith/PilotCamera.cpp
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@ -0,0 +1,23 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PilotCamera.h"
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#include "MonolithPlayerController.h"
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#include "MonolithCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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void UPilotCamera::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (m_Movement == nullptr)
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{
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AMonolithCharacter* PlayerChar = Cast<AMonolithCharacter>
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(
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Cast<AMonolithPlayerController>(GetWorld()->GetFirstPlayerController())->GetPawn()
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);
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if (PlayerChar == nullptr) return;
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m_Movement = PlayerChar->GetComponentByClass<UCharacterMovementComponent>();
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if (m_Movement == nullptr) return;
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}
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UE_LOG(LogTemp, Warning, TEXT("Acc: %f, Vel: %f"), m_Movement->GetCurrentAcceleration().X, m_Movement->Velocity.X);
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}
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21
Source/Monolith/PilotCamera.h
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21
Source/Monolith/PilotCamera.h
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@ -0,0 +1,21 @@
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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 "Camera/CameraComponent.h"
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#include "PilotCamera.generated.h"
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class UCharacterMovementComponent;
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UCLASS()
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class MONOLITH_API UPilotCamera : public UCameraComponent
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{
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GENERATED_BODY()
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private:
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void TickComponent(float DeltaTime
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, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction);
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UCharacterMovementComponent* m_Movement;
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};
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@ -1,31 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "TP_PickUpComponent.h"
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UTP_PickUpComponent::UTP_PickUpComponent()
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{
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// Setup the Sphere Collision
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SphereRadius = 32.f;
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}
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void UTP_PickUpComponent::BeginPlay()
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{
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Super::BeginPlay();
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// Register our Overlap Event
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OnComponentBeginOverlap.AddDynamic(this, &UTP_PickUpComponent::OnSphereBeginOverlap);
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}
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void UTP_PickUpComponent::OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// Checking if it is a First Person Character overlapping
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AMonolithCharacter* Character = Cast<AMonolithCharacter>(OtherActor);
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if(Character != nullptr)
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{
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// Notify that the actor is being picked up
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OnPickUp.Broadcast(Character);
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// Unregister from the Overlap Event so it is no longer triggered
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OnComponentBeginOverlap.RemoveAll(this);
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}
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}
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@ -1,34 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SphereComponent.h"
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#include "MonolithCharacter.h"
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#include "TP_PickUpComponent.generated.h"
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// Declaration of the delegate that will be called when someone picks this up
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// The character picking this up is the parameter sent with the notification
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPickUp, AMonolithCharacter*, PickUpCharacter);
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UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
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class MONOLITH_API UTP_PickUpComponent : public USphereComponent
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{
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GENERATED_BODY()
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public:
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/** Delegate to whom anyone can subscribe to receive this event */
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UPROPERTY(BlueprintAssignable, Category = "Interaction")
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FOnPickUp OnPickUp;
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UTP_PickUpComponent();
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protected:
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/** Called when the game starts */
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virtual void BeginPlay() override;
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/** Code for when something overlaps this component */
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UFUNCTION()
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void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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};
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@ -1,119 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "TP_WeaponComponent.h"
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#include "MonolithCharacter.h"
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#include "MonolithProjectile.h"
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#include "GameFramework/PlayerController.h"
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#include "Camera/PlayerCameraManager.h"
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#include "Kismet/GameplayStatics.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "Animation/AnimInstance.h"
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#include "Engine/LocalPlayer.h"
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#include "Engine/World.h"
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// Sets default values for this component's properties
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UTP_WeaponComponent::UTP_WeaponComponent()
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{
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// Default offset from the character location for projectiles to spawn
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MuzzleOffset = FVector(100.0f, 0.0f, 10.0f);
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}
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void UTP_WeaponComponent::Fire()
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{
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if (Character == nullptr || Character->GetController() == nullptr)
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{
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return;
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}
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// Try and fire a projectile
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if (ProjectileClass != nullptr)
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{
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UWorld* const World = GetWorld();
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if (World != nullptr)
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{
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APlayerController* PlayerController = Cast<APlayerController>(Character->GetController());
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const FRotator SpawnRotation = PlayerController->PlayerCameraManager->GetCameraRotation();
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// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
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const FVector SpawnLocation = GetOwner()->GetActorLocation() + SpawnRotation.RotateVector(MuzzleOffset);
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//Set Spawn Collision Handling Override
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FActorSpawnParameters ActorSpawnParams;
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ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
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// Spawn the projectile at the muzzle
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World->SpawnActor<AMonolithProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
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}
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}
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// Try and play the sound if specified
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if (FireSound != nullptr)
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{
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UGameplayStatics::PlaySoundAtLocation(this, FireSound, Character->GetActorLocation());
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}
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// Try and play a firing animation if specified
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if (FireAnimation != nullptr)
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{
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// Get the animation object for the arms mesh
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UAnimInstance* AnimInstance = Character->GetMesh1P()->GetAnimInstance();
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if (AnimInstance != nullptr)
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{
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AnimInstance->Montage_Play(FireAnimation, 1.f);
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}
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}
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}
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bool UTP_WeaponComponent::AttachWeapon(AMonolithCharacter* TargetCharacter)
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{
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Character = TargetCharacter;
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// Check that the character is valid, and has no weapon component yet
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if (Character == nullptr || Character->GetInstanceComponents().FindItemByClass<UTP_WeaponComponent>())
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{
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return false;
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}
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// Attach the weapon to the First Person Character
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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AttachToComponent(Character->GetMesh1P(), AttachmentRules, FName(TEXT("GripPoint")));
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// add the weapon as an instance component to the character
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Character->AddInstanceComponent(this);
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// Set up action bindings
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if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
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{
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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{
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// Set the priority of the mapping to 1, so that it overrides the Jump action with the Fire action when using touch input
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Subsystem->AddMappingContext(FireMappingContext, 1);
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}
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent))
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{
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// Fire
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EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &UTP_WeaponComponent::Fire);
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}
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}
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return true;
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}
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void UTP_WeaponComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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if (Character == nullptr)
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{
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return;
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}
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if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
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{
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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{
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Subsystem->RemoveMappingContext(FireMappingContext);
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}
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}
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}
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@ -1,60 +0,0 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "TP_WeaponComponent.generated.h"
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class AMonolithCharacter;
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UCLASS(Blueprintable, BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class MONOLITH_API UTP_WeaponComponent : public USkeletalMeshComponent
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{
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GENERATED_BODY()
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public:
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/** Projectile class to spawn */
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UPROPERTY(EditDefaultsOnly, Category=Projectile)
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TSubclassOf<class AMonolithProjectile> ProjectileClass;
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/** Sound to play each time we fire */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
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USoundBase* FireSound;
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/** AnimMontage to play each time we fire */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
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UAnimMontage* FireAnimation;
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/** Gun muzzle's offset from the characters location */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
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FVector MuzzleOffset;
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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class UInputMappingContext* FireMappingContext;
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/** Fire Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
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class UInputAction* FireAction;
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/** Sets default values for this component's properties */
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UTP_WeaponComponent();
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/** Attaches the actor to a FirstPersonCharacter */
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UFUNCTION(BlueprintCallable, Category="Weapon")
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bool AttachWeapon(AMonolithCharacter* TargetCharacter);
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/** Make the weapon Fire a Projectile */
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UFUNCTION(BlueprintCallable, Category="Weapon")
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void Fire();
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protected:
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/** Ends gameplay for this component. */
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UFUNCTION()
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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private:
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/** The Character holding this weapon*/
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AMonolithCharacter* Character;
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};
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