12. "Enemy Interface"

Avoding lifting the "highlighting" to an enemy interface until it proves to me its necessary
This commit is contained in:
Edward R. Gonzalez 2024-04-12 20:16:25 -04:00
parent 99a3e46635
commit 9a8029c365
3 changed files with 23 additions and 0 deletions

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@ -4,6 +4,11 @@
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h" #include "GameFramework/SpringArmComponent.h"
void AGasaCharacter::SetHighlight(EHighlight desired)
{
}
AGasaCharacter::AGasaCharacter() AGasaCharacter::AGasaCharacter()
{ {
PrimaryActorTick.bCanEverTick = false; PrimaryActorTick.bCanEverTick = false;

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@ -23,6 +23,17 @@ public:
TObjectPtr<USkeletalMeshComponent> Weapon; TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat #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(); AGasaCharacter();
#pragma region Actor #pragma region Actor

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@ -2,6 +2,13 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
// #define private protected // #define private protected
UENUM(BlueprintType)
enum class EHighlight
{
Disabled,
Enabled,
};
class UCameraComponent; class UCameraComponent;
class UInputAction; class UInputAction;
struct FInputActionValue; struct FInputActionValue;