12. "Enemy Interface"
Avoding lifting the "highlighting" to an enemy interface until it proves to me its necessary
This commit is contained in:
		| @@ -4,6 +4,11 @@ | ||||
| #include "GameFramework/CharacterMovementComponent.h" | ||||
| #include "GameFramework/SpringArmComponent.h" | ||||
|  | ||||
| void AGasaCharacter::SetHighlight(EHighlight desired) | ||||
| { | ||||
| 	 | ||||
| } | ||||
|  | ||||
| AGasaCharacter::AGasaCharacter() | ||||
| { | ||||
| 	PrimaryActorTick.bCanEverTick = false; | ||||
|   | ||||
| @@ -22,6 +22,17 @@ public: | ||||
| 	UPROPERTY(EditAnywhere, Category="Combat") | ||||
| 	TObjectPtr<USkeletalMeshComponent> Weapon; | ||||
| #pragma endregion Combat | ||||
|  | ||||
| 	// This will be implemented in the base until it needs to be lifted into an abstraction. | ||||
| #pragma region Highlighting | ||||
| 	void SetHighlight( EHighlight desired ); | ||||
|  | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	FORCEINLINE void Highlight() { SetHighlight(EHighlight::Disabled); }; | ||||
| 	 | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); }; | ||||
| #pragma endregion Highlighting | ||||
| 	 | ||||
| 	AGasaCharacter(); | ||||
| 	 | ||||
|   | ||||
| @@ -2,6 +2,13 @@ | ||||
| #include "CoreMinimal.h" | ||||
| // #define private protected | ||||
|  | ||||
| UENUM(BlueprintType) | ||||
| enum class EHighlight | ||||
| { | ||||
| 	Disabled, | ||||
| 	Enabled, | ||||
| }; | ||||
|  | ||||
| class  UCameraComponent; | ||||
| class  UInputAction; | ||||
| struct FInputActionValue; | ||||
|   | ||||
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