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12 Commits

Author SHA1 Message Date
3d290b3ca1 Merge branch 'SideRoom' into Enemies
# Conflicts:
#	Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
2024-12-15 16:42:44 +00:00
b67b9bf260 Flats has come alive
you dont die when in big mech buiit i cba doing that hole system rn bruh
2024-12-15 16:22:47 +00:00
b69aa2f1de Added a new Level
This new map includes my lab sideroom
2024-12-15 15:14:50 +00:00
38280d8dea Changed the Character
I changed the character to be able to interact with the doors
2024-12-15 15:14:19 +00:00
fffe8382bf Added the Doors to enter and exit the lab
Indeed I did
2024-12-15 15:13:48 +00:00
4dedadb35e Adding some assets for the side room
Added some Synty Low-Poly Assets for the side room's doors and interior
2024-12-15 15:13:20 +00:00
4b79d10184 Merge branch 'dev' into Enemies
# Conflicts:
#	Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
2024-12-15 14:26:05 +00:00
620d480dc0 Player Dies oof 2024-12-08 23:54:09 +00:00
0113c6c958 Merge branch 'dev' into Enemies
# Conflicts:
#	Content/Levels/PrototypeLevel.umap
2024-12-08 16:06:54 +00:00
fe8cbafd5c Added Enemies Charging Towards Player 2024-11-24 18:34:42 +00:00
e703e4c317 Added Death and Random Size Variation 2024-11-24 17:40:21 +00:00
a3a536a94c Added Stun Mechanic to Small Enemies 2024-11-24 17:29:05 +00:00
55 changed files with 186 additions and 22 deletions

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@ -46,6 +46,7 @@ void AMonolithCharacter::BeginPlay()
// Call the base class
Super::BeginPlay();
MaxHealth = Health;
Mesh1P = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()));
CharMove = Cast<UCharacterMovementComponent>(GetComponentByClass(UCharacterMovementComponent::StaticClass()));
if (CharMove) WalkSpeed = CharMove->MaxWalkSpeed;
@ -122,6 +123,19 @@ static void UpdateMoveState(FMoveState& MoveState, int Forwards, int Sideways)
}
}
void AMonolithCharacter::IncrementHealth(float amount)
{
Health += amount;
if (Health > MaxHealth)
{
Health = MaxHealth;
}
else if (Health <= 0)
{
Died();
}
}
void AMonolithCharacter::Move(const FInputActionValue& Value)
{
// input is a Vector2D

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@ -59,6 +59,11 @@ class AMonolithCharacter : public ACharacter
UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
float DashImpulse = 600.f;
UPROPERTY(EditDefaultsOnly, Category = "Health", meta=(AllowPrivateAccess = "true"))
float Health = 100.f;
float MaxHealth;
USkeletalMeshComponent* Mesh1P;
UCharacterMovementComponent* CharMove;
@ -70,6 +75,25 @@ protected:
void BeginPlay();
void Tick(float DeltaSeconds) override;
UFUNCTION(BlueprintCallable)
float GetHealth()
{
return Health;
}
UFUNCTION(BlueprintCallable)
void ResetHealth()
{
Health = MaxHealth;
}
// Increase/Decrease health by this amount, will handle death
UFUNCTION(BlueprintCallable)
void IncrementHealth(float amount);
UFUNCTION(BlueprintImplementableEvent)
void Died();
/** Called for movement input */
void Move(const FInputActionValue& Value);
void StopMove();