13. #2
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@ -47,6 +47,7 @@ r.DynamicGlobalIlluminationMethod=1
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r.ReflectionMethod=1
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r.Shadow.Virtual.Enable=1
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r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
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r.CustomDepth=3
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[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
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CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'
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Project/Content/Actors/Enemies/Goblin/Materials/M_Goblin.uasset
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Project/Content/Actors/Enemies/Goblin/Materials/M_Goblin.uasset
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Project/Content/Core/Actors/BP_Enemy.uasset
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Project/Content/Core/Actors/BP_Enemy.uasset
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Project/Content/Core/Actors/BP_GoblinSlingshot.uasset
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Project/Content/Core/Actors/BP_GoblinSlingshot.uasset
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Project/Content/Core/Actors/BP_GoblinSpear.uasset
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Project/Content/Core/Actors/BP_GoblinSpear.uasset
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Project/Content/Levels/StartupMap.umap
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Project/Content/Levels/StartupMap.umap
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Project/Content/MaterialLibrary/MI_Highlight.uasset
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Project/Content/MaterialLibrary/MI_Highlight.uasset
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Project/Content/MaterialLibrary/PP_Highlight.uasset
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Project/Content/MaterialLibrary/PP_Highlight.uasset
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@ -1 +1,6 @@
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#include "EnemyCharacter.h"
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AEnemyCharacter::AEnemyCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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}
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@ -9,5 +9,5 @@ class GASA_API AEnemyCharacter : public AGasaCharacter
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{
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GENERATED_BODY()
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public:
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AEnemyCharacter();
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};
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@ -15,6 +15,8 @@ AGasaCharacter::AGasaCharacter()
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{
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PrimaryActorTick.bCanEverTick = false;
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HighlightColor = FLinearColor(0.8, 0.32, 0.05f, 1.f);
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UCharacterMovementComponent*
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Movement = GetCharacterMovement();
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Movement->bOrientRotationToMovement = true;
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@ -68,7 +70,7 @@ void AGasaCharacter::Tick(float DeltaSeconds)
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, Capsule->GetScaledCapsuleHalfHeight()
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, Capsule->GetScaledCapsuleRadius()
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, Capsule->GetComponentRotation()
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, FLinearColor(0.8, 0.32, 0.05f, 1.f)
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, HighlightColor
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, 0.f
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, 1.f
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);
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@ -17,6 +17,8 @@ class GASA_API AGasaCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// TODO(Ed): Either make a toggle ore move to player controller if it gets expensive
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// There is no need to have this lodged int PlayerCharacter anyway. It can attach to pawn on posses.
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#pragma region Camera
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UPROPERTY(EditAnywhere, Category="Camera")
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UCameraComponent* Camera;
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@ -32,13 +34,19 @@ public:
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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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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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EHighlight HighlightState;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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FLinearColor HighlightColor;
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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void SetHighlight( EHighlight Desired );
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
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#pragma endregion Highlighting
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@ -13,10 +13,10 @@ public:
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#pragma region Cog
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// To make sure it doesn't get garbage collected.
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UPROPERTY()
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TObjectPtr<UObject> CogWindowManagerRef = nullptr;
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TObjectPtr<UObject> CogWindowManagerRef;
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#if ENABLE_COG
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TObjectPtr<UCogWindowManager> CogWindowManager = nullptr;
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TObjectPtr<UCogWindowManager> CogWindowManager;
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#endif // ENABLE_COG
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#pragma endregion Cog
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