Implemented Pest Control Side Bounty Checkpoint

This commit is contained in:
Rafal Swierczek 2024-02-26 22:29:34 +00:00
parent 5db8b8f4ed
commit b8ce592abd
8 changed files with 18 additions and 7 deletions

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
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size 13946298 size 13946346

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:2b7428ab05e97a1ca1925c6635543dff0147cdf87f2527dee7b1e3eee4007468 oid sha256:0c0e1bf9ce23265b5d60aec18eed67bb73ac171397c9b5a10a9c9d1c9915bebe
size 66790690 size 66790690

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@ -30,6 +30,7 @@ void AEnemyCharacter::OnDeath()
DelegatedControlHub->HuntPlayerEvent.Remove(HuntPlayerDelegateHandle); DelegatedControlHub->HuntPlayerEvent.Remove(HuntPlayerDelegateHandle);
AlertLevelDelegateHandle.Reset(); AlertLevelDelegateHandle.Reset();
HuntPlayerDelegateHandle.Reset(); HuntPlayerDelegateHandle.Reset();
EnemyDied.Broadcast();
DelegatedControlHub->RemoveEnemyActor(this); DelegatedControlHub->RemoveEnemyActor(this);
} }

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@ -8,6 +8,8 @@
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "EnemyCharacter.generated.h" #include "EnemyCharacter.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEnemyDied);
UCLASS() UCLASS()
class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter
{ {
@ -18,6 +20,8 @@ public:
AEnemyCharacter(); AEnemyCharacter();
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
bool WeaponRaised = false; bool WeaponRaised = false;
UPROPERTY(BlueprintAssignable)
FEnemyDied EnemyDied;
protected: protected:
// Called when the game starts or when spawned // Called when the game starts or when spawned