Created a Template for Bounty Hunter Character basic Bounty Directing Functionality
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@ -8,6 +8,7 @@
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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@ -3,7 +3,23 @@
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#include "BountyHunterCharacter.h"
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void ABountyHunterCharacter::SpawnBounties()
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{
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}
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void ABountyHunterCharacter::CompleteCurrentMainBounty()
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{
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}
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void ABountyHunterCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ABountyHunterCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@ -13,8 +13,41 @@ UCLASS()
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class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharacter
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{
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GENERATED_BODY()
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// ------------------- ATTRIBUTES ------------------------------
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// Array of Main Bounties' Classes in Order
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UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter")
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TArray<TSubclassOf<AMainBountyClass>> MainBountyClasses;
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// Reference to the Currently Active Main Bounty
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UPROPERTY(VisibleAnywhere, Category = "Bounty Hunter")
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AMainBountyClass* ActiveMainBounty;
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// Index of Currently Active Main Bounty, Used for MainBountyClasses
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int CurrentMainBountyIndex = 0;
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protected:
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public:
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// ------------------- METHODS ---------------------------------
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private:
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// Spawns Main Bounty from MainBountyClasses at the CurrentMainBountyIndex, along with its Side Bounties
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UFUNCTION(BlueprintCallable, Category = "Bounty Hunter")
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void SpawnBounties();
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// Checks if Player Completed Current Main Bounty, if so Collects Reward and Tries to Move onto Next Main Bounty
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UFUNCTION(BlueprintCallable, Category = "Bounty Hunter")
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void CompleteCurrentMainBounty();
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protected:
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// Called When Player Spawns
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virtual void BeginPlay() override;
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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public:
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};
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