73. Player Level and Combat Interface
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@ -6,4 +6,13 @@ AEnemyCharacter::AEnemyCharacter()
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PrimaryActorTick.bCanEverTick = true;
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bAutoAbilitySystem = true;
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PlayerLevel = 1;
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}
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#pragma region ICombat
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int32 AEnemyCharacter::GetPlayerLevel()
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{
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return PlayerLevel;
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}
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#pragma endregion ICombat
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@ -10,4 +10,11 @@ class GASA_API AEnemyCharacter : public AGasaCharacter
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GENERATED_BODY()
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public:
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AEnemyCharacter();
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay")
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int32 PlayerLevel;
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#pragma region ICombat
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int32 GetPlayerLevel() override;
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#pragma endregion ICombat
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};
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@ -5,6 +5,7 @@
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#include "GasaCommon.h"
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#include "Game/GasaGameState.h"
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#include "Interfaces/CombatInterface.h"
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#include "Networking/GasaNetLibrary.h"
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#include "GasaCharacter.generated.h"
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@ -19,6 +20,7 @@ enum class EHighlight : uint8
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UCLASS(Abstract)
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class GASA_API AGasaCharacter : public ACharacter
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, public IAbilitySystemInterface
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, public ICombat
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{
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GENERATED_BODY()
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public:
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@ -1,4 +1,4 @@
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#include "PlayerCharacter.h"
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#include "PlayerCharacter.h"
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#include "Networking/GasaNetLibrary_Inlines.h"
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#include "AbilitySystemComponent.h"
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@ -13,6 +13,14 @@ APlayerCharacter::APlayerCharacter()
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bAutoAbilitySystem = false;
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}
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#pragma region ICombat
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int32 APlayerCharacter::GetLevel()
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{
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return GetPlayerState<AGasaPlayerState>()->Level;
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}
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#pragma endregion ICombat
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#pragma region Pawn
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void APlayerCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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@ -22,3 +30,4 @@ void APlayerCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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}
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#pragma endregion Pawn
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@ -12,6 +12,10 @@ public:
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APlayerCharacter();
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#pragma region ICombat
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int32 GetLevel() override;
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#pragma endregion ICombat
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#pragma region Pawn
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void PossessedBy(AController* NewController) override;
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@ -1,5 +1,7 @@
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#include "GasaPlayerState.h"
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#include "Net/UnrealNetwork.h"
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#include "Networking/GasaNetLibrary_Inlines.h"
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#include "GasaGameInstance.h"
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#include "GasaPlayerController.h"
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@ -10,6 +12,8 @@ AGasaPlayerState::AGasaPlayerState()
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{
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bAutoAbilitySystem = true;
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Level = 1;
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AbilitySystem = CreateDefaultSubobject<UGasaAbilitySystemComp>("Ability System");
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AbilitySystem->SetIsReplicated(true);
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AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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@ -20,6 +24,11 @@ AGasaPlayerState::AGasaPlayerState()
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NetUpdateFrequency = 100.f;
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}
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void AGasaPlayerState::Client_OnRep_Level(int32 OldPlayerLevel)
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{
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}
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#pragma region GameFramework
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void AGasaPlayerState::OnGameFrameworkInitialized()
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{
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@ -87,6 +96,6 @@ void AGasaPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Out
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AGasaPlayerState, Level);
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}
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#pragma endregion UObject
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@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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#include "AbilitySystemInterface.h"
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@ -17,6 +17,12 @@ class GASA_API AGasaPlayerState : public APlayerState
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public:
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AGasaPlayerState();
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UPROPERTY(EditAnywhere, ReplicatedUsing="Client_OnRep_Level", Category="Gameplay")
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int32 PlayerLevel;
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UFUNCTION()
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void Client_OnRep_Level(int32 OldLevel);
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#pragma region Ability System
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UPROPERTY(EditAnywhere, Category="Ability System")
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bool bAutoAbilitySystem;
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6
Project/Source/Gasa/Interfaces/CombatInterface.cpp
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6
Project/Source/Gasa/Interfaces/CombatInterface.cpp
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@ -0,0 +1,6 @@
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#include "CombatInterface.h"
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int32 ICombat::GetPlayerLevel()
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{
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return 0;
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}
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20
Project/Source/Gasa/Interfaces/CombatInterface.h
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20
Project/Source/Gasa/Interfaces/CombatInterface.h
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@ -0,0 +1,20 @@
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#pragma once
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#include "UObject/Interface.h"
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#include "CombatInterface.generated.h"
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UINTERFACE(MinimalAPI)
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class UCombat : public UInterface
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{
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GENERATED_BODY()
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};
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class GASA_API ICombat
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{
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GENERATED_BODY()
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public:
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virtual int32 GetPlayerLevel();
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};
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