Added Empty Bounty System Classes

This commit is contained in:
Rafal Swierczek 2023-09-27 14:09:45 +01:00
parent 27a162ea69
commit 51cc5b8930
10 changed files with 187 additions and 3 deletions

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size 14829
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size 14831

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{
"Name": "EndlessVendetta",
"Type": "Runtime",
"LoadingPhase": "Default"
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BountyClass.h"
// Sets default values
ABountyClass::ABountyClass()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ABountyClass::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABountyClass::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BountyClass.generated.h"
UCLASS()
class ENDLESSVENDETTA_API ABountyClass : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABountyClass();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BountyDirector.h"
// Sets default values
ABountyDirector::ABountyDirector()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ABountyDirector::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABountyDirector::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BountyDirector.generated.h"
UCLASS()
class ENDLESSVENDETTA_API ABountyDirector : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABountyDirector();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "CheckpointClass.h"
// Sets default values
ACheckpointClass::ACheckpointClass()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ACheckpointClass::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACheckpointClass::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CheckpointClass.generated.h"
UCLASS()
class ENDLESSVENDETTA_API ACheckpointClass : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACheckpointClass();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#include "SideBountyClass.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BountyClass.h"
#include "SideBountyClass.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API ASideBountyClass : public ABountyClass
{
GENERATED_BODY()
};