12. "Enemy Interface"
Avoding lifting the "highlighting" to an enemy interface until it proves to me its necessary
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@ -4,6 +4,11 @@
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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void AGasaCharacter::SetHighlight(EHighlight desired)
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{
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}
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AGasaCharacter::AGasaCharacter()
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AGasaCharacter::AGasaCharacter()
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{
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{
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PrimaryActorTick.bCanEverTick = false;
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PrimaryActorTick.bCanEverTick = false;
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@ -23,6 +23,17 @@ public:
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TObjectPtr<USkeletalMeshComponent> Weapon;
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TObjectPtr<USkeletalMeshComponent> Weapon;
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#pragma endregion Combat
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#pragma endregion Combat
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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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void SetHighlight( EHighlight desired );
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UFUNCTION(BlueprintCallable)
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FORCEINLINE void Highlight() { SetHighlight(EHighlight::Disabled); };
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UFUNCTION(BlueprintCallable)
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FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
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#pragma endregion Highlighting
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AGasaCharacter();
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AGasaCharacter();
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#pragma region Actor
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#pragma region Actor
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@ -2,6 +2,13 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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// #define private protected
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// #define private protected
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UENUM(BlueprintType)
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enum class EHighlight
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{
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Disabled,
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Enabled,
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};
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class UCameraComponent;
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class UCameraComponent;
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class UInputAction;
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class UInputAction;
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struct FInputActionValue;
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struct FInputActionValue;
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