Implemented a Generic Explosive Class

This commit is contained in:
Rafal Swierczek 2023-10-06 18:27:57 +01:00
parent 0f5c983e75
commit 588b2e5a91
3 changed files with 58 additions and 0 deletions

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version https://git-lfs.github.com/spec/v1
oid sha256:c546719195bfec717a1ea448ffd23e7eea15b3997b28a7bec6582c82fd6e0889
size 16032

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// Fill out your copyright notice in the Description page of Project Settings.
#include "Explosive.h"
// Sets default values
AExplosive::AExplosive()
{
// 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 AExplosive::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Warning, TEXT("An explosive has Spawned in ;)"));
}
// Called every frame
void AExplosive::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 "Explosive.generated.h"
UCLASS()
class ENDLESSVENDETTA_API AExplosive : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AExplosive();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};