Added all basic weapon needed classes

This commit is contained in:
Marcel Hara 2023-09-27 13:45:21 +01:00
parent 720620b7d0
commit a8c66b2046
8 changed files with 214 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BaseWeaponClass.h"
// Sets default values
ABaseWeaponClass::ABaseWeaponClass()
{
// 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 ABaseWeaponClass::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABaseWeaponClass::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 "WeaponItemClass.h"
#include "BaseWeaponClass.generated.h"
UCLASS()
class ENDLESSVENDETTA_API ABaseWeaponClass : public AWeaponItemClass
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABaseWeaponClass();
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 "PistolClass.h"
// Sets default values
APistolClass::APistolClass()
{
// 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 APistolClass::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APistolClass::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 "BaseWeaponClass.h"
#include "PistolClass.generated.h"
UCLASS()
class ENDLESSVENDETTA_API APistolClass : public ABaseWeaponClass
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
APistolClass();
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 "WeaponInventory.h"
// Sets default values for this component's properties
UWeaponInventory::UWeaponInventory()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UWeaponInventory::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UWeaponInventory::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "WeaponInventory.generated.h"
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class ENDLESSVENDETTA_API UWeaponInventory : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UWeaponInventory();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};

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