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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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@@ -1,16 +1,16 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemInterface.h"
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#include "ActiveGameplayEffectHandle.h"
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#include "AttributeSet.h"
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#include "CogCommonAllegianceActorInterface.h"
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#include "CogCommonDebugFilteredActorInterface.h"
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#include "CogSampleDamageEvent.h"
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#include "CogSampleDefines.h"
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#include "CogSampleDamageableInterface.h"
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#include "CogSampleDefines.h"
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#include "CogSampleProgressionLevelInterface.h"
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#include "CogSampleTargetableInterface.h"
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#include "CogSampleTeamInterface.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "GameplayAbilitySpecHandle.h"
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#include "GameplayTagContainer.h"
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@@ -82,6 +82,7 @@ class ACogSampleCharacter : public ACharacter
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, public ICogCommonDebugFilteredActorInterface
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, public ICogCommonAllegianceActorInterface
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, public ICogSampleTeamInterface
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, public ICogSampleProgressionLevelInterface
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, public ICogSampleTargetableInterface
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, public ICogSampleDamageableInterface
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{
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@@ -151,10 +152,16 @@ public:
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virtual int32 GetTeam() const override { return Team; }
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UFUNCTION(BlueprintCallable)
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void SetTeamID(int32 Value);
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virtual void SetTeam(int32 Value) override;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Team, Replicated, meta = (AllowPrivateAccess = "true"))
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int32 Team = 0;
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//----------------------------------------------------------------------------------------------------------------------
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// Level
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//----------------------------------------------------------------------------------------------------------------------
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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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//----------------------------------------------------------------------------------------------------------------------
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// Camera
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@@ -163,10 +170,10 @@ public:
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UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess))
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USpringArmComponent* CameraBoom;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess))
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UCameraComponent* FollowCamera;
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//----------------------------------------------------------------------------------------------------------------------
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@@ -179,26 +186,26 @@ public:
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FVector GetMoveInputInWorldSpace() const { return MoveInputInWorldSpace; }
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess))
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UInputMappingContext* DefaultMappingContext;
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess))
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UInputMappingContext* GhostMappingContext;
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/** Move Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess))
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UInputAction* MoveAction;
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/** Move Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess))
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UInputAction* MoveZAction;
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess))
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UInputAction* LookAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess))
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TArray<UInputAction*> ItemActions;
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//----------------------------------------------------------------------------------------------------------------------
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@@ -211,7 +218,7 @@ public:
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void OnRevived(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude);
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UPROPERTY(BlueprintReadOnly, Category = Ability, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(BlueprintReadOnly, Category = Ability, meta = (AllowPrivateAccess))
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UCogSampleAbilitySystemComponent* AbilitySystem = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
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@@ -259,11 +266,16 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure=false)
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bool GetMontage(FName MontageName, UAnimMontage*& Montage, bool bPrintWarning) const;
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private:
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protected:
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friend class ACogSamplePlayerController;
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void RefreshServerAnimTickOption();
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UPROPERTY(EditAnywhere, Category = Team, Replicated, meta = (AllowPrivateAccess))
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int32 Team = 0;
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UPROPERTY(EditAnywhere, Category = Level, Replicated, meta = (AllowPrivateAccess))
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int32 ProgressionLevel = 0;
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UPROPERTY()
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AController* InitialController = nullptr;
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