13. #2
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		@@ -1 +1,6 @@
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#include "EnemyCharacter.h"
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#include "EnemyCharacter.h"
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AEnemyCharacter::AEnemyCharacter()
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{
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	PrimaryActorTick.bCanEverTick = true;
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}
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@@ -9,5 +9,5 @@ class GASA_API AEnemyCharacter : public AGasaCharacter
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{
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	GENERATED_BODY()
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public:
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	AEnemyCharacter();
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};
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@@ -15,6 +15,8 @@ AGasaCharacter::AGasaCharacter()
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{
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	PrimaryActorTick.bCanEverTick = false;
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	HighlightColor = FLinearColor(0.8, 0.32, 0.05f, 1.f);
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	UCharacterMovementComponent*
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	Movement = GetCharacterMovement();
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	Movement->bOrientRotationToMovement = true;
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@@ -68,7 +70,7 @@ void AGasaCharacter::Tick(float DeltaSeconds)
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				, Capsule->GetScaledCapsuleHalfHeight()
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				, Capsule->GetScaledCapsuleRadius()
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				, Capsule->GetComponentRotation()
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				, FLinearColor(0.8, 0.32, 0.05f, 1.f)
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				, HighlightColor
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				, 0.f
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				, 1.f
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			);
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@@ -17,6 +17,8 @@ class GASA_API AGasaCharacter : public ACharacter
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{
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	GENERATED_BODY()
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public:
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	// TODO(Ed): Either make a toggle ore move to player controller if it gets expensive
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	// There is no need to have this lodged int PlayerCharacter anyway. It can attach to pawn on posses.
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#pragma region Camera
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	UPROPERTY(EditAnywhere, Category="Camera")
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	UCameraComponent* Camera;
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@@ -32,13 +34,19 @@ public:
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	// This will be implemented in the base until it needs to be lifted into an abstraction.
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#pragma region Highlighting
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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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	EHighlight HighlightState;
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	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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	FLinearColor HighlightColor;
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	UFUNCTION(BlueprintCallable, Category="Highlighting")
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	void SetHighlight( EHighlight Desired );
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	UFUNCTION(BlueprintCallable)
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	UFUNCTION(BlueprintCallable, Category="Highlighting")
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	FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
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	UFUNCTION(BlueprintCallable)
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	UFUNCTION(BlueprintCallable, Category="Highlighting")
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	FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
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#pragma endregion Highlighting
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