13. #2
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		| @@ -1 +1,6 @@ | ||||
| #include "EnemyCharacter.h" | ||||
| #include "EnemyCharacter.h" | ||||
|  | ||||
| AEnemyCharacter::AEnemyCharacter() | ||||
| { | ||||
| 	PrimaryActorTick.bCanEverTick = true; | ||||
| } | ||||
|   | ||||
| @@ -9,5 +9,5 @@ class GASA_API AEnemyCharacter : public AGasaCharacter | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
| public: | ||||
| 	 | ||||
| 	AEnemyCharacter(); | ||||
| }; | ||||
|   | ||||
| @@ -15,6 +15,8 @@ AGasaCharacter::AGasaCharacter() | ||||
| { | ||||
| 	PrimaryActorTick.bCanEverTick = false; | ||||
|  | ||||
| 	HighlightColor = FLinearColor(0.8, 0.32, 0.05f, 1.f); | ||||
|  | ||||
| 	UCharacterMovementComponent* | ||||
| 	Movement = GetCharacterMovement(); | ||||
| 	Movement->bOrientRotationToMovement = true; | ||||
| @@ -68,7 +70,7 @@ void AGasaCharacter::Tick(float DeltaSeconds) | ||||
| 				, Capsule->GetScaledCapsuleHalfHeight() | ||||
| 				, Capsule->GetScaledCapsuleRadius() | ||||
| 				, Capsule->GetComponentRotation() | ||||
| 				, FLinearColor(0.8, 0.32, 0.05f, 1.f) | ||||
| 				, HighlightColor | ||||
| 				, 0.f | ||||
| 				, 1.f | ||||
| 			); | ||||
|   | ||||
| @@ -17,6 +17,8 @@ class GASA_API AGasaCharacter : public ACharacter | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
| public: | ||||
| 	// TODO(Ed): Either make a toggle ore move to player controller if it gets expensive | ||||
| 	// There is no need to have this lodged int PlayerCharacter anyway. It can attach to pawn on posses. | ||||
| #pragma region Camera | ||||
| 	UPROPERTY(EditAnywhere, Category="Camera") | ||||
| 	UCameraComponent* Camera; | ||||
| @@ -32,13 +34,19 @@ public: | ||||
|  | ||||
| 	// This will be implemented in the base until it needs to be lifted into an abstraction. | ||||
| #pragma region Highlighting | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting") | ||||
| 	EHighlight HighlightState; | ||||
| 	 | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting") | ||||
| 	FLinearColor HighlightColor; | ||||
|  | ||||
| 	UFUNCTION(BlueprintCallable, Category="Highlighting") | ||||
| 	void SetHighlight( EHighlight Desired ); | ||||
|  | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	UFUNCTION(BlueprintCallable, Category="Highlighting") | ||||
| 	FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); }; | ||||
| 	 | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	UFUNCTION(BlueprintCallable, Category="Highlighting") | ||||
| 	FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); }; | ||||
| #pragma endregion Highlighting | ||||
| 	 | ||||
|   | ||||
| @@ -13,10 +13,10 @@ public: | ||||
| #pragma region Cog | ||||
|     // To make sure it doesn't get garbage collected. | ||||
|     UPROPERTY() | ||||
|     TObjectPtr<UObject> CogWindowManagerRef = nullptr; | ||||
|     TObjectPtr<UObject> CogWindowManagerRef; | ||||
| 	 | ||||
| #if ENABLE_COG | ||||
| 	TObjectPtr<UCogWindowManager> CogWindowManager = nullptr; | ||||
| 	TObjectPtr<UCogWindowManager> CogWindowManager; | ||||
| #endif // ENABLE_COG | ||||
| #pragma endregion Cog | ||||
|  | ||||
|   | ||||
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