Implemented NPC Manager with NPC Stations
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EndlessVendetta/Content/BountySystem/Tutorial/Checkpoints/CP_GrabAssualtRifle.uasset
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EndlessVendetta/Content/BountySystem/Tutorial/Checkpoints/CP_GrabAssualtRifle.uasset
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EndlessVendetta/Content/NPC/BP_NPC_Manager.uasset
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EndlessVendetta/Content/NPC/BP_NPC_Manager.uasset
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version https://git-lfs.github.com/spec/v1
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size 22534
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EndlessVendetta/Content/NPC/NPCStation_Test1.uasset
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EndlessVendetta/Content/NPC/NPCStation_Test1.uasset
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version https://git-lfs.github.com/spec/v1
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size 33754
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EndlessVendetta/Content/NPC/NPCStation_Test2.uasset
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EndlessVendetta/Content/NPC/NPCStation_Test2.uasset
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version https://git-lfs.github.com/spec/v1
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oid sha256:6181121e680650a713fd6faa5be4bde5b96ed85921fc5bf76c55f7fd7baa8071
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size 35338
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
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EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.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/Source/EndlessVendetta/NPC/NPC_Manager.cpp
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EndlessVendetta/Source/EndlessVendetta/NPC/NPC_Manager.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "NPC_Manager.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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ANPC_Manager::ANPC_Manager()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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void ANPC_Manager::UpdateNPC_Stations()
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{
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for (ANPC_Station* NPC_Station : NPC_Stations)
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{
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FVector PlayersLoc = PlayersActor->GetActorLocation();
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FVector StationLoc = NPC_Station->GetActorLocation();
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float Distance = FVector::Distance(PlayersLoc, StationLoc);
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Distance > NPC_StationRenderDistance ? NPC_Station->DisableStation() : NPC_Station->EnableStation();
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}
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}
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// Called when the game starts or when spawned
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void ANPC_Manager::BeginPlay()
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{
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Super::BeginPlay();
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PlayersActor = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
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if (!IsValid(PlayersActor))
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{
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SetActorTickEnabled(false);
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return;
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}
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if (NPC_StationClasses.IsEmpty()) return;
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FRotator DefaultRot = FRotator(0, 0, 0);
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for (FVector StationPoint : StationPoints)
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{
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int RandInt = FMath::RandRange(0, NPC_StationClasses.Num() - 1);// make station points be relative to world
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ANPC_Station* NPC_Station = GetWorld()->SpawnActor<ANPC_Station>(NPC_StationClasses[RandInt], StationPoint, DefaultRot);
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if (IsValid(NPC_Station)) NPC_Stations.Add(NPC_Station);
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}
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}
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// Called every frame
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void ANPC_Manager::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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UpdateNPC_Stations();
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}
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EndlessVendetta/Source/EndlessVendetta/NPC/NPC_Manager.h
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EndlessVendetta/Source/EndlessVendetta/NPC/NPC_Manager.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "NPC_Station.h"
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#include "GameFramework/Actor.h"
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#include "NPC_Manager.generated.h"
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UCLASS()
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class ENDLESSVENDETTA_API ANPC_Manager : public AActor
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{
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GENERATED_BODY()
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AActor* PlayersActor;
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// Used for Selecting Random Stations to Spawn
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UPROPERTY(EditDefaultsOnly, Category = "NPC")
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TArray<TSubclassOf<ANPC_Station>> NPC_StationClasses;
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// How far can the station be from the player before it's diabled
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UPROPERTY(EditDefaultsOnly, Category = "NPC")
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float NPC_StationRenderDistance = 5000;
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// references to All Spawned NPC Stations
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TArray<ANPC_Station*> NPC_Stations;
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// Dynamically Enables/Disables Stations based on distance to player
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void UpdateNPC_Stations();
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protected:
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// Spawn points for NPC Stations
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UPROPERTY(EditAnywhere, Category = "NPC", meta = (MakeEditWidget = "true"))
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TArray<FVector> StationPoints;
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Sets default values for this actor's properties
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ANPC_Manager();
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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EndlessVendetta/Source/EndlessVendetta/NPC/NPC_Station.cpp
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EndlessVendetta/Source/EndlessVendetta/NPC/NPC_Station.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "NPC_Station.h"
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// Sets default values
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ANPC_Station::ANPC_Station()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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EndlessVendetta/Source/EndlessVendetta/NPC/NPC_Station.h
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EndlessVendetta/Source/EndlessVendetta/NPC/NPC_Station.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "NPC_Station.generated.h"
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UCLASS()
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class ENDLESSVENDETTA_API ANPC_Station : public AActor
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{
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GENERATED_BODY()
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protected:
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public:
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// Sets default values for this actor's properties
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ANPC_Station();
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UFUNCTION(BlueprintImplementableEvent)
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void EnableStation();
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UFUNCTION(BlueprintImplementableEvent)
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void DisableStation();
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};
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