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Cog Sample: Adding more gameplay
Cog Sample: Make Area a component instead of an actor Cog Sample: Add Basic actor for Projectiles, Areas, etc... Cog Sample: Start to add Projectile Cog Sample: Start to add SpawnPrediction
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#pragma once
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#include "CoreMinimal.h"
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#include "CogSampleProgressionLevelInterface.h"
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#include "CogSampleTeamInterface.h"
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#include "CogSampleSpawnableInterface.h"
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#include "GameFramework/Actor.h"
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#include "CogSampleBasicActor.generated.h"
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS(config=Game)
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class ACogSampleBasicActor : public AActor
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, public ICogSampleProgressionLevelInterface
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, public ICogSampleSpawnableInterface
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, public ICogSampleTeamInterface
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{
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GENERATED_BODY()
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public:
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ACogSampleBasicActor(const FObjectInitializer& ObjectInitializer);
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UFUNCTION(BlueprintPure)
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virtual int32 GetTeam() const override { return Team; }
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UFUNCTION(BlueprintCallable)
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virtual void SetTeam(int32 Value) override;
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UFUNCTION(BlueprintPure)
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virtual int32 GetProgressionLevel() const override { return ProgressionLevel; }
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UFUNCTION(BlueprintCallable)
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virtual void SetProgressionLevel(int32 Value) override;
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UFUNCTION(BlueprintPure)
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virtual AActor* GetCreator() const override { return Creator.Get(); }
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UFUNCTION(BlueprintCallable)
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virtual void SetCreator(AActor* Value) override;
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protected:
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UPROPERTY(Replicated, EditAnywhere, BlueprintReadOnly, Category = Team, meta = (AllowPrivateAccess, ExposeOnSpawn))
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int32 Team = 0;
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UPROPERTY(Replicated, EditAnywhere, BlueprintReadOnly, Category = Team, meta = (AllowPrivateAccess, ExposeOnSpawn))
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int32 ProgressionLevel = 0;
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UPROPERTY(Replicated, EditAnywhere, BlueprintReadOnly, Category = Team, meta = (AllowPrivateAccess, ExposeOnSpawn))
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TWeakObjectPtr<AActor> Creator = nullptr;
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};
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