Compare commits
23 Commits
ff9fcf7aa7
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characterS
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File diff suppressed because one or more lines are too long
@@ -1,8 +1,20 @@
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|||||||
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||||||
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[/Script/EngineSettings.GameMapsSettings]
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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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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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[/Script/Engine.RendererSettings]
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r.AllowStaticLighting=False
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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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+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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|||||||
BIN
Content/Input/Default_IMC.uasset
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Content/Input/Default_IMC.uasset
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Content/Input/Jump_IA.uasset
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Content/Input/Jump_IA.uasset
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BIN
Content/Input/Look_IA.uasset
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Content/Input/Look_IA.uasset
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BIN
Content/Input/Move_IA.uasset
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Content/Input/Move_IA.uasset
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BIN
Content/ProofOfConcept/DDICharacter_BP.uasset
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Content/ProofOfConcept/DDICharacter_BP.uasset
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BIN
Content/ProofOfConcept/DDIGamemode.uasset
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Content/ProofOfConcept/DDIGamemode.uasset
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Content/ProofOfConcept/DDIGamemode_BP.uasset
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Content/ProofOfConcept/DDIGamemode_BP.uasset
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Content/ProofOfConcept/DDIPlayerController_BP.uasset
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Content/ProofOfConcept/DDIPlayerController_BP.uasset
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BIN
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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BIN
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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BIN
Content/Sounds/UI/Woodblock_F4.mp3
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Content/Sounds/UI/Woodblock_F4.mp3
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BIN
Content/Sounds/UI/Woodblock_F4.uasset
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Content/Sounds/UI/Woodblock_F4.uasset
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BIN
Content/UI_Menus/MainMenu/BP_MainMenu.uasset
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Content/UI_Menus/MainMenu/BP_MainMenu.uasset
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BIN
Content/UI_Menus/MainMenu/BP_MainMenu_Gamemode.uasset
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BIN
Content/UI_Menus/MainMenu/BP_MainMenu_Gamemode.uasset
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BIN
Content/UI_Menus/SettingsMenu/BP_ApplyGraphicsSettings.uasset
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BIN
Content/UI_Menus/SettingsMenu/BP_ApplyGraphicsSettings.uasset
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BIN
Content/UI_Menus/SettingsMenu/BP_AudioSettings.uasset
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Content/UI_Menus/SettingsMenu/BP_AudioSettings.uasset
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BIN
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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BIN
Content/UI_Menus/SettingsMenu/BP_SettingsMenu.uasset
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Content/UI_Menus/SettingsMenu/BP_SettingsMenu.uasset
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BIN
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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BIN
Content/UI_Menus/SettingsMenu/SettingsSave.uasset
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Content/UI_Menus/SettingsMenu/SettingsSave.uasset
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BIN
Content/UI_Menus/StartMenu/BP_StartMenu.uasset
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Content/UI_Menus/StartMenu/BP_StartMenu.uasset
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BIN
Content/UI_Menus/StartMenu/BP_StartMenu_Controller.uasset
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Content/UI_Menus/StartMenu/BP_StartMenu_Controller.uasset
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BIN
Content/UI_Menus/StartMenu/B_StartMenu_Gamemode.uasset
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Content/UI_Menus/StartMenu/B_StartMenu_Gamemode.uasset
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BIN
Content/Worlds/MainMenu.umap
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Content/Worlds/MainMenu.umap
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BIN
Content/Worlds/_GENERATED/Core/Box_57D2F4E3.uasset
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Content/Worlds/_GENERATED/Core/Box_57D2F4E3.uasset
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@@ -7,7 +7,10 @@
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{
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{
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"Name": "OpenConflict",
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"Name": "OpenConflict",
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"Type": "Runtime",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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}
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],
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],
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"Plugins": [
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"Plugins": [
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5
Source/OpenConflict/DDIGamemodeBase.cpp
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5
Source/OpenConflict/DDIGamemodeBase.cpp
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@@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DDIGamemodeBase.h"
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17
Source/OpenConflict/DDIGamemodeBase.h
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17
Source/OpenConflict/DDIGamemodeBase.h
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@@ -0,0 +1,17 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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||||||
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameModeBase.h"
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#include "DDIGamemodeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class OPENCONFLICT_API ADDIGamemodeBase : public AGameModeBase
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{
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GENERATED_BODY()
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};
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38
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.cpp
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38
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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}
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59
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.h
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59
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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|
||||||
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#pragma once
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||||||
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|
||||||
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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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||||||
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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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||||||
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||||||
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/*Functions*/
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||||||
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||||||
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/*C++ only declarations*/
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private:
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/*Properties*/
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||||||
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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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||||||
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|
||||||
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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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};
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35
Source/OpenConflict/PlayerCharacter/DDICharacter.cpp
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35
Source/OpenConflict/PlayerCharacter/DDICharacter.cpp
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@@ -0,0 +1,35 @@
|
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// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
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|
||||||
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#include "DDICharacter.h"
|
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// Sets default values
|
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ADDICharacter::ADDICharacter()
|
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{
|
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
|
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bReplicates = true;
|
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// bReplicateMovement = true;
|
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|
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
|
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CameraComponent->SetupAttachment(GetMesh());
|
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
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CameraComponent->bUsePawnControlRotation = true;
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|
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}
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// Called when the game starts or when spawned
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void ADDICharacter::BeginPlay()
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{
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Super::BeginPlay();
|
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|
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}
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|
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// Called every frame
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void ADDICharacter::Tick(float DeltaTime)
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{
|
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Super::Tick(DeltaTime);
|
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|
||||||
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}
|
||||||
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|
||||||
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|
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29
Source/OpenConflict/PlayerCharacter/DDICharacter.h
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29
Source/OpenConflict/PlayerCharacter/DDICharacter.h
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@@ -0,0 +1,29 @@
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|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
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|
||||||
|
#include "CoreMinimal.h"
|
||||||
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#include "Camera/CameraComponent.h"
|
||||||
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#include "GameFramework/Character.h"
|
||||||
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#include "DDICharacter.generated.h"
|
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|
||||||
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UCLASS()
|
||||||
|
class OPENCONFLICT_API ADDICharacter : public ACharacter
|
||||||
|
{
|
||||||
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GENERATED_BODY()
|
||||||
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|
||||||
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public:
|
||||||
|
// Sets default values for this character's properties
|
||||||
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ADDICharacter();
|
||||||
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|
||||||
|
protected:
|
||||||
|
// Called when the game starts or when spawned
|
||||||
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Called every frame
|
||||||
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Camera")
|
||||||
|
UCameraComponent* CameraComponent;
|
||||||
|
};
|
||||||
100
Source/OpenConflict/PlayerCharacter/DDIPlayerController.cpp
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100
Source/OpenConflict/PlayerCharacter/DDIPlayerController.cpp
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@@ -0,0 +1,100 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
|
||||||
|
#include "DDIPlayerController.h"
|
||||||
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#include "EnhancedInputComponent.h"
|
||||||
|
#include "EnhancedInputSubsystems.h"
|
||||||
|
#include "GameFramework/Character.h"
|
||||||
|
|
||||||
|
ADDIPlayerController::ADDIPlayerController()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
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|
||||||
|
void ADDIPlayerController::BeginPlay()
|
||||||
|
{
|
||||||
|
Super::BeginPlay();
|
||||||
|
|
||||||
|
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
|
||||||
|
{
|
||||||
|
for (UInputMappingContext* CurrentContext : MappingContexts)
|
||||||
|
{
|
||||||
|
Subsystem->AddMappingContext(CurrentContext, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
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|
||||||
|
void ADDIPlayerController::SetupInputComponent()
|
||||||
|
{
|
||||||
|
Super::SetupInputComponent();
|
||||||
|
|
||||||
|
if (UEnhancedInputComponent* Subsystem = Cast<UEnhancedInputComponent>(InputComponent))
|
||||||
|
{
|
||||||
|
if (MoveAction) Subsystem->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ADDIPlayerController::Move);
|
||||||
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if (LookAction) Subsystem->BindAction(LookAction, ETriggerEvent::Triggered, this, &ADDIPlayerController::Look);
|
||||||
|
if (JumpAction)
|
||||||
|
{
|
||||||
|
Subsystem->BindAction(JumpAction, ETriggerEvent::Started, this, &ADDIPlayerController::Jump);
|
||||||
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Subsystem->BindAction(JumpAction, ETriggerEvent::Completed, this, &ADDIPlayerController::JumpEnd);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADDIPlayerController::OnPossess(APawn* InPawn)
|
||||||
|
{
|
||||||
|
Super::OnPossess(InPawn);
|
||||||
|
|
||||||
|
// is this a shooter character?
|
||||||
|
// if (ADDICharacter* DDICharacter = Cast<ADDICharacter>(InPawn))
|
||||||
|
// {
|
||||||
|
// // add the player tag
|
||||||
|
// DDICharacter->Tags.Add(PlayerPawnTag);
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADDIPlayerController::Move(const FInputActionValue& Value)
|
||||||
|
{
|
||||||
|
const FVector2D MovementVector = Value.Get<FVector2D>();
|
||||||
|
|
||||||
|
if (APawn* ControlledPawn = GetPawn())
|
||||||
|
{
|
||||||
|
FRotator CameraRotation = GetControlRotation();
|
||||||
|
FRotator YawRotation(0.f, CameraRotation.Yaw, 0.f);
|
||||||
|
|
||||||
|
FVector ForwardDiection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
|
||||||
|
FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
|
||||||
|
|
||||||
|
ControlledPawn->AddMovementInput(ForwardDiection, MovementVector.Y);
|
||||||
|
ControlledPawn->AddMovementInput(RightDirection,MovementVector.X);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADDIPlayerController::Look(const FInputActionValue& Value)
|
||||||
|
{
|
||||||
|
const FVector2D LookAxisVector = Value.Get<FVector2D>();
|
||||||
|
|
||||||
|
if (APawn* ControlledPawn = GetPawn())
|
||||||
|
{
|
||||||
|
AddYawInput(LookAxisVector.X);
|
||||||
|
AddPitchInput(LookAxisVector.Y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADDIPlayerController::Jump(const FInputActionValue& Value)
|
||||||
|
{
|
||||||
|
if (ACharacter* character = GetCharacter())
|
||||||
|
{
|
||||||
|
character->Jump();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ADDIPlayerController::JumpEnd(const FInputActionValue& Value)
|
||||||
|
{
|
||||||
|
if (ACharacter* character = GetCharacter())
|
||||||
|
{
|
||||||
|
character->StopJumping();
|
||||||
|
}
|
||||||
|
}
|
||||||
70
Source/OpenConflict/PlayerCharacter/DDIPlayerController.h
Normal file
70
Source/OpenConflict/PlayerCharacter/DDIPlayerController.h
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "EnhancedInputComponent.h"
|
||||||
|
#include "EnhancedInputSubsystems.h"
|
||||||
|
#include "GameFramework/PlayerController.h"
|
||||||
|
#include "DDIPlayerController.generated.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
UCLASS()
|
||||||
|
class OPENCONFLICT_API ADDIPlayerController : public APlayerController
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
/*UPROPERTY and UFUNCTION declarations*/
|
||||||
|
private:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
protected:
|
||||||
|
/*Properties*/
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true"))
|
||||||
|
TArray<class UInputMappingContext*> MappingContexts;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputAction* JumpAction;
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputAction* MoveAction;
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "INPUT", meta = (AllowPrivateAccess = "true"))
|
||||||
|
UInputAction* LookAction;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, Category="Shooter")
|
||||||
|
FName PlayerPawnTag = FName("Player");
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
/*C++ only declarations*/
|
||||||
|
private:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
|
||||||
|
protected:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
virtual void SetupInputComponent() override;
|
||||||
|
virtual void BeginPlay() override;
|
||||||
|
virtual void OnPossess(APawn *InPawn) override;
|
||||||
|
void Move(const FInputActionValue& Value);
|
||||||
|
void Look(const FInputActionValue& Value);
|
||||||
|
void Jump(const FInputActionValue& Value);
|
||||||
|
void JumpEnd(const FInputActionValue& Value);
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*Properties*/
|
||||||
|
|
||||||
|
/*Functions*/
|
||||||
|
ADDIPlayerController();
|
||||||
|
};
|
||||||
Reference in New Issue
Block a user