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55 changed files with 22 additions and 186 deletions

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Content/Enemies/Small/AI_SmallEnemy.uasset (Stored with Git LFS)

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Content/Levels/PrototypeLevel.umap (Stored with Git LFS)

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Content/Levels/PrototypeLevelRework1.umap (Stored with Git LFS)

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Content/Monolith/BPI_Bullet.uasset (Stored with Git LFS)

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@ -46,7 +46,6 @@ 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;
@ -123,19 +122,6 @@ 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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@ -59,11 +59,6 @@ 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;
@ -75,25 +70,6 @@ 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();