Init Ability Actor Info
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@ -3,9 +3,11 @@
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#include "Character/AuraCharacter.h"
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#include "Character/AuraCharacter.h"
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#include "AbilitySystemComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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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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#include "Player/AuraPlayerState.h"
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AAuraCharacter::AAuraCharacter()
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AAuraCharacter::AAuraCharacter()
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{
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{
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@ -28,3 +30,28 @@ AAuraCharacter::AAuraCharacter()
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Camera->SetupAttachment(CameraBoom);
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Camera->SetupAttachment(CameraBoom);
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}
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}
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void AAuraCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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// Init ability actor info for the Server
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InitAbilityActorInfo();
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}
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void AAuraCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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// Init ability actor info for the Client
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InitAbilityActorInfo();
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}
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void AAuraCharacter::InitAbilityActorInfo()
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{
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AAuraPlayerState* AuraPlayerState = GetPlayerState<AAuraPlayerState>();
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check(AuraPlayerState);
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AuraPlayerState->GetAbilitySystemComponent()->InitAbilityActorInfo(AuraPlayerState, this);
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AbilitySystemComponent = AuraPlayerState->GetAbilitySystemComponent();
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AttributeSet = AuraPlayerState->GetAttributeSet();
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}
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@ -35,3 +35,9 @@ void AAuraEnemy::UnHighlightActor()
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GetMesh()->SetRenderCustomDepth(false);
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GetMesh()->SetRenderCustomDepth(false);
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Weapon->SetRenderCustomDepth(false);
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Weapon->SetRenderCustomDepth(false);
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}
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}
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void AAuraEnemy::BeginPlay()
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{
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Super::BeginPlay();
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AbilitySystemComponent->InitAbilityActorInfo(this, this);
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}
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@ -26,4 +26,9 @@ private:
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public:
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public:
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AAuraCharacter();
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AAuraCharacter();
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virtual void PossessedBy(AController* NewController) override;
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virtual void OnRep_PlayerState() override;
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private:
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void InitAbilityActorInfo();
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};
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};
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@ -17,6 +17,11 @@ class AURA_API AAuraEnemy : public AAuraCharacterBase, public IEnemyInterface
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public:
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public:
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AAuraEnemy();
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AAuraEnemy();
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/** Enemy Interface */
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virtual void HighlightActor() override;
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virtual void HighlightActor() override;
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virtual void UnHighlightActor() override;
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virtual void UnHighlightActor() override;
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/** End Enemy Interface */
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protected:
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virtual void BeginPlay() override;
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};
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};
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