diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml
index a6a97e90..0712731c 100644
--- a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml
+++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml
@@ -8,6 +8,7 @@
+
@@ -127,7 +128,7 @@
-
+
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
index c5825e33..2e412a0f 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
@@ -3,7 +3,23 @@
#include "BountyHunterCharacter.h"
+void ABountyHunterCharacter::SpawnBounties()
+{
+
+}
+
+void ABountyHunterCharacter::CompleteCurrentMainBounty()
+{
+
+}
+
void ABountyHunterCharacter::BeginPlay()
{
Super::BeginPlay();
}
+
+void ABountyHunterCharacter::Tick(float DeltaTime)
+{
+ Super::Tick(DeltaTime);
+}
+
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h
index 5d4ea5e1..1a0f9d3c 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h
+++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h
@@ -13,8 +13,41 @@ UCLASS()
class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharacter
{
GENERATED_BODY()
+// ------------------- ATTRIBUTES ------------------------------
-protected:
+ // Array of Main Bounties' Classes in Order
+ UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter")
+ TArray> MainBountyClasses;
+
+ // Reference to the Currently Active Main Bounty
+ UPROPERTY(VisibleAnywhere, Category = "Bounty Hunter")
+ AMainBountyClass* ActiveMainBounty;
+
+ // Index of Currently Active Main Bounty, Used for MainBountyClasses
+ int CurrentMainBountyIndex = 0;
+
+protected:
+
+
+public:
+
+
+// ------------------- METHODS ---------------------------------
+private:
+ // Spawns Main Bounty from MainBountyClasses at the CurrentMainBountyIndex, along with its Side Bounties
+ UFUNCTION(BlueprintCallable, Category = "Bounty Hunter")
+ void SpawnBounties();
+
+ // Checks if Player Completed Current Main Bounty, if so Collects Reward and Tries to Move onto Next Main Bounty
+ UFUNCTION(BlueprintCallable, Category = "Bounty Hunter")
+ void CompleteCurrentMainBounty();
+
+protected:
+ // Called When Player Spawns
virtual void BeginPlay() override;
+
+ // Called every frame
+ virtual void Tick(float DeltaTime) override;
+public:
};