Update John to Have Cravings Displayed on Head
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SeagullGame/Content/John/BP_John.uasset
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SeagullGame/Content/John/BP_John.uasset
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SeagullGame/Content/John/John_standing_geared_uo.uasset
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SeagullGame/Content/John/Material/John_standing_geared_uo_standardSurface1_BaseColor.uasset
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SeagullGame/Content/John/Material/John_standing_geared_uo_standardSurface1_OcclusionRoughnessMetallic.uasset
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SeagullGame/Content/John/Material/M_JohnGearedUp.uasset
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SeagullGame/Content/John/Material/M_JohnGearedUp.uasset
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@ -15,6 +15,7 @@
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Materials/Material.h"
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#include "Materials/Material.h"
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#include "Engine/World.h"
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#include "Engine/World.h"
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#include "Kismet/GameplayStatics.h"
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ASeagullGameCharacter::ASeagullGameCharacter()
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ASeagullGameCharacter::ASeagullGameCharacter()
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{
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{
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@ -92,7 +93,12 @@ void ASeagullGameCharacter::Tick(float DeltaSeconds)
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void ASeagullGameCharacter::BeginPlay()
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void ASeagullGameCharacter::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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TArray<AActor*> Johns;
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), FName("John"), Johns);
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if (Johns.Num() > 0)
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{
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John = Johns[0];
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}
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//Add Input Mapping Context
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//Add Input Mapping Context
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if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
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if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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{
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@ -145,10 +151,11 @@ void ASeagullGameCharacter::StartGame()
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CravingItemActor = GetWorld()->SpawnActor(ItemActor);
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CravingItemActor = GetWorld()->SpawnActor(ItemActor);
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CurrentCraving = Cast<AItemActor>(CravingItemActor)->ItemType;
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CurrentCraving = Cast<AItemActor>(CravingItemActor)->ItemType;
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CravingItemActor->SetActorEnableCollision(false);
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CravingItemActor->SetActorEnableCollision(false);
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USkeletalMeshComponent* MeshComponent = GetMesh();
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if (!IsValid(John)) return;
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UStaticMeshComponent* MeshComponent = Cast<UStaticMeshComponent>(John->GetComponentByClass(UStaticMeshComponent::StaticClass()));
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if (!MeshComponent->HasAnySockets()) return;
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if (!MeshComponent->HasAnySockets()) return;
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CravingItemActor->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "CravingSocket");
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CravingItemActor->AttachToComponent(MeshComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, "CravingSocket");
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}, 30, true, 3);
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}, 60, true, 2);
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}
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}
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void ASeagullGameCharacter::EndGame()
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void ASeagullGameCharacter::EndGame()
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@ -210,6 +217,7 @@ void ASeagullGameCharacter::DropItem()
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CurrentItem->DetachFromActor(FDetachmentTransformRules::KeepWorldTransform);
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CurrentItem->DetachFromActor(FDetachmentTransformRules::KeepWorldTransform);
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FVector DropLocation = MeshComponent->GetSocketLocation("ItemSocket");
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FVector DropLocation = MeshComponent->GetSocketLocation("ItemSocket");
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DropLocation += GetActorForwardVector() * 100;
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DropLocation += GetActorForwardVector() * 100;
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DropLocation += GetActorUpVector() * 50;
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GetWorld()->SpawnActor(Cast<AItemActor>(CurrentItem)->ItemNoPhysics, &DropLocation);
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GetWorld()->SpawnActor(Cast<AItemActor>(CurrentItem)->ItemNoPhysics, &DropLocation);
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CurrentItem->Destroy();
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CurrentItem->Destroy();
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CurrentItem = nullptr;
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CurrentItem = nullptr;
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@ -123,6 +123,8 @@ public:
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UPROPERTY(BlueprintReadOnly, Category = "Item")
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UPROPERTY(BlueprintReadOnly, Category = "Item")
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AActor* CravingItemActor;
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AActor* CravingItemActor;
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UPROPERTY(BlueprintReadOnly, Category = "John")
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AActor* John;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "John")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "John")
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float JohnsCurrentHunger = 0;
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float JohnsCurrentHunger = 0;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "John")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "John")
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