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16 Commits
8c1de34eb5
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characterS
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@@ -1,8 +1,20 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/Worlds/Playground1.Playground1
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EditorStartupMap=/Game/Worlds/Playground1.Playground1
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LocalMapOptions=
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TransitionMap=None
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bUseSplitscreen=True
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bShowAllPlayerWidgetsWhenSplitscreenDisabled=False
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bOffsetPlayerGamepadIds=False
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GameInstanceClass=/Script/Engine.GameInstance
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GameDefaultMap=/Game/Worlds/MainMenu.MainMenu
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Script/Engine.GameModeBase
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GlobalDefaultServerGameMode=None
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[/Script/Engine.RendererSettings]
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r.AllowStaticLighting=False
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@@ -82,3 +82,6 @@ DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.Defaul
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-ConsoleKeys=Tilde
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+ConsoleKeys=Tilde
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[/Script/EnhancedInput.EnhancedInputDeveloperSettings]
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bEnableUserSettings=True
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Content/ProofOfConcept/DDIGamemode_BP.uasset
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Content/ProofOfConcept/DDIGamemode_BP.uasset
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Content/Sounds/MainSoundMix.uasset
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Content/Sounds/MainSoundMix.uasset
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Content/Sounds/SFX_Ambient.uasset
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Content/Sounds/SFX_Ambient.uasset
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Content/Sounds/SFX_Dialogue.uasset
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Content/Sounds/SFX_Dialogue.uasset
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Content/Sounds/SFX_Effects.uasset
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Content/Sounds/SFX_Effects.uasset
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Content/Sounds/SFX_Music.uasset
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Content/Sounds/SFX_Music.uasset
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Content/Sounds/SFX_UI.uasset
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Content/Sounds/SFX_UI.uasset
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Content/Sounds/UI/Woodblock_C4.mp3
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Content/Sounds/UI/Woodblock_C4.mp3
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Content/Sounds/UI/Woodblock_C4.uasset
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Content/Sounds/UI/Woodblock_C4.uasset
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Content/Sounds/UI/Woodblock_F4.mp3
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Content/Sounds/UI/Woodblock_F4.mp3
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Content/Sounds/UI/Woodblock_F4.uasset
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Content/Sounds/UI/Woodblock_F4.uasset
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Content/UI_Menus/MainMenu/BP_MainMenu.uasset
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Content/UI_Menus/MainMenu/BP_MainMenu.uasset
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Content/UI_Menus/MainMenu/BP_MainMenu_Gamemode.uasset
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Content/UI_Menus/MainMenu/BP_MainMenu_Gamemode.uasset
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Content/UI_Menus/SettingsMenu/BP_ApplyGraphicsSettings.uasset
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Content/UI_Menus/SettingsMenu/BP_ApplyGraphicsSettings.uasset
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Content/UI_Menus/SettingsMenu/BP_AudioSettings.uasset
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Content/UI_Menus/SettingsMenu/BP_AudioSettings.uasset
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Content/UI_Menus/SettingsMenu/BP_DisplaySettings.uasset
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Content/UI_Menus/SettingsMenu/BP_DisplaySettings.uasset
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Content/UI_Menus/SettingsMenu/BP_GraphicsSettings.uasset
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Content/UI_Menus/SettingsMenu/BP_GraphicsSettings.uasset
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Content/UI_Menus/SettingsMenu/BP_SettingsMenu.uasset
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Content/UI_Menus/SettingsMenu/BP_SettingsMenu.uasset
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Content/UI_Menus/SettingsMenu/Controls/KeyCategories.uasset
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Content/UI_Menus/SettingsMenu/Controls/KeyCategories.uasset
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Content/UI_Menus/SettingsMenu/Controls/KeyMappings.uasset
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Content/UI_Menus/SettingsMenu/Controls/KeyMappings.uasset
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Content/UI_Menus/SettingsMenu/SettingsSave.uasset
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Content/UI_Menus/SettingsMenu/SettingsSave.uasset
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Content/UI_Menus/StartMenu/BP_StartMenu.uasset
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Content/UI_Menus/StartMenu/BP_StartMenu.uasset
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Content/UI_Menus/StartMenu/BP_StartMenu_Controller.uasset
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Content/UI_Menus/StartMenu/BP_StartMenu_Controller.uasset
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Content/UI_Menus/StartMenu/B_StartMenu_Gamemode.uasset
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Content/UI_Menus/StartMenu/B_StartMenu_Gamemode.uasset
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Content/Worlds/MainMenu.umap
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Content/Worlds/MainMenu.umap
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Source/OpenConflict/PlayerCharacter/Components/DDIHealth.cpp
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Source/OpenConflict/PlayerCharacter/Components/DDIHealth.cpp
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@@ -0,0 +1,38 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DDIHealth.h"
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// Sets default values for this component's properties
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UDDIHealth::UDDIHealth()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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MaxHealth = 100;
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CurrentHealth = 100;
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}
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// Called when the game starts
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void UDDIHealth::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UDDIHealth::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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// Called to cause damage
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void UDDIHealth::TakeDamage(UDamageType* DamageType)
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{
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}
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59
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.h
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Source/OpenConflict/PlayerCharacter/Components/DDIHealth.h
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@@ -0,0 +1,59 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "DDIHealth.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class OPENCONFLICT_API UDDIHealth : public UActorComponent
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{
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GENERATED_BODY()
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/*UPROPERTY and UFUNCTION declarations*/
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private:
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/*Properties*/
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/*Functions*/
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protected:
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/*Properties*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float MaxHealth; //Stores the default max health of component
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float CurrentHealth; //Stores the active health of component
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(UDamageType* DamageType);
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public:
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/*Properties*/
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/*Functions*/
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/*C++ only declarations*/
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private:
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/*Properties*/
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/*Functions*/
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protected:
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/*Properties*/
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/*Functions*/
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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/*Properties*/
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/*Functions*/
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// Sets default values for this component's properties
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UDDIHealth();
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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