GASATHON/Project/Source/Gasa/Characters/GasaCharacter.h

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#pragma once
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#include "AbilitySystemInterface.h"
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#include "GameFramework/Character.h"
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#include "GasaCommon.h"
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#include "GasaCharacter.generated.h"
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UENUM(BlueprintType)
enum class EHighlight : uint8
{
Disabled,
Enabled,
};
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UCLASS(Abstract)
class GASA_API AGasaCharacter : public ACharacter
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, public IAbilitySystemInterface
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{
GENERATED_BODY()
public:
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#pragma region Ability System
UPROPERTY(EditAnywhere, Category="Ability System")
bool bAutoAbilitySystem = true;
UPROPERTY(EditAnywhere, Category="Ability System")
TObjectPtr<UAbilitySystemComponent> AbilitySystem;
UPROPERTY(EditAnywhere, Category="Ability System")
TObjectPtr<UAttributeSet> Attributes;
#pragma endregion Ability System
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#pragma region Combat
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
#pragma region Highlighting
static constexpr float HighlightStencilDepth = 256.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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EHighlight HighlightState;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
FLinearColor HighlightColor;
UFUNCTION(BlueprintCallable, Category="Highlighting")
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void SetHighlight( EHighlight Desired );
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
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UFUNCTION(BlueprintCallable, Category="Highlighting")
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
#pragma endregion Highlighting
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AGasaCharacter();
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#pragma region IAbilitySystem
FORCEINLINE UAttributeSet* GetAttributes() { return Attributes; }
FORCEINLINE UAbilitySystemComponent* GetAbilitySystemComponent() const override { return AbilitySystem; }
#pragma endregion IAbilitySystem
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#pragma region Actor
void BeginPlay() override;
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void Tick(float DeltaSeconds) override;
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#pragma endregion Actor
};
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namespace Gasa
{
// UGasaAbilitySystemComp* GetAbilitySystem(AGasaCharacter* Object)
// {
//
// }
}