Created a Template for Bounty Hunter Character basic Bounty Directing Functionality

This commit is contained in:
Rafal Swierczek 2024-01-23 21:39:20 +00:00
parent 075aecf82a
commit c0e942ef7f
3 changed files with 52 additions and 2 deletions

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@ -8,6 +8,7 @@
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@ -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);
}

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@ -13,8 +13,41 @@ UCLASS()
class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharacter
{
GENERATED_BODY()
// ------------------- ATTRIBUTES ------------------------------
// Array of Main Bounties' Classes in Order
UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter")
TArray<TSubclassOf<AMainBountyClass>> 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:
};