Implemented Target Elimination Checkpoint
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EndlessVendetta/Content/BountySystem/TutorialFacility/Checkpoints/BP_WeaponTable.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/Materials/M_Wood_Pine.uasset
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EndlessVendetta/Content/StarterContent/Materials/M_Wood_Walnut.uasset
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@ -59,6 +59,12 @@ void AAI_EnemyController::Tick(float DeltaTime)
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}
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}
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void AAI_EnemyController::AssignPatrolPathLate()
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{
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Blackboard->SetValueAsBool("IsPatroling", true);
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}
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void AAI_EnemyController::SetupPerceptionSystem()
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{
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SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("Sight Config"));
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@ -25,6 +25,9 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UFUNCTION(BlueprintCallable)
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void AssignPatrolPathLate();
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private:
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UPROPERTY()
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class UAISenseConfig_Sight* SightConfig;
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@ -49,6 +49,7 @@ void ABountyClass::SpawnCheckpoints()
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// Activate the first checkpoint and listen for its completion
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BountyCheckpoints[0]->Active = true;
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BountyCheckpoints[0]->SpawnWaypoint();
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BountyCheckpoints[0]->CheckpointActivated();
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BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
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}
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@ -86,6 +87,7 @@ void ABountyClass::IncrementBountyCheckpoint()
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// Set the new checkpoint in pos 0 to be active and listen for it's completion
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BountyCheckpoints[0]->Active = true;
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BountyCheckpoints[0]->SpawnWaypoint();
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BountyCheckpoints[0]->CheckpointActivated();
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BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
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}
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@ -3,8 +3,8 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "InteractionInterface.h"
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#include "EndlessVendetta/BountySystem/CheckpointClass.h"
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#include "EndlessVendetta/InteractionInterface.h"
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#include "InteractableCP_CallBPEvent.generated.h"
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/**
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PickUpGunTutorialCheckPoint.h"
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#include "InteractableCP_CompleteCP.h"
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void APickUpGunTutorialCheckPoint::Interact()
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void AInteractableCP_CompleteCP::Interact()
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{
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BroadcastCompletion();
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}
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@ -5,13 +5,13 @@
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#include "CoreMinimal.h"
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#include "EndlessVendetta/InteractionInterface.h"
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#include "EndlessVendetta/BountySystem/CheckpointClass.h"
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#include "PickUpGunTutorialCheckPoint.generated.h"
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#include "InteractableCP_CompleteCP.generated.h"
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/**
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*
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*/
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UCLASS()
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class ENDLESSVENDETTA_API APickUpGunTutorialCheckPoint : public ACheckpointClass, public IInteractionInterface
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class ENDLESSVENDETTA_API AInteractableCP_CompleteCP : public ACheckpointClass, public IInteractionInterface
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{
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GENERATED_BODY()
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@ -27,6 +27,15 @@ void ACheckpointClass::SpawnWaypoint()
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WaypointActor->SetupWaypoint(WaypointIcon, CheckpointDescription);
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}
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void ACheckpointClass::UpdateChecpointWaypoint(FString WaypointDesc, FVector WaypointNewLoc)
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{
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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if (WaypointActor) WaypointActor->Destroy();
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WaypointActor = Cast<AWaypointActor>(GetWorld()->SpawnActor<AActor>(WaypointActorClass, WaypointNewLoc, GetActorRotation(), SpawnParams));
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WaypointActor->SetupWaypoint(WaypointIcon, WaypointDesc);
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}
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// Called every frame
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void ACheckpointClass::Tick(float DeltaTime)
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{
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CompletedCheckpoint.Broadcast();
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}
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UFUNCTION(BlueprintCallable)
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void UpdateChecpointWaypoint(FString WaypointDesc, FVector WaypointNewLoc);
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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@ -50,6 +52,9 @@ public:
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void SpawnWaypoint();
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UFUNCTION(BlueprintImplementableEvent)
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void CheckpointActivated();
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// ------ Getters for CP Properties ------
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FString GetCheckpointDesc()
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{
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