Combat with enemies - Part 1
Added character asset for an enemy Added Hand to Hand Combat animations EnemyCharacter C++ class based on FunnyPrinceCharacter New Punch InputAction Added some Set Dressing in the level Made day time fixed to a specific value
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "EnemyCharacter.h"
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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 "FunnyPrinceCharacter.h"
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#include "EnemyCharacter.generated.h"
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/**
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*
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*/
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UCLASS()
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class FUNNYPRINCE_API AEnemyCharacter : public AFunnyPrinceCharacter
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{
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GENERATED_BODY()
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};
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#include "FunnyPrinceCharacter.h"
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#include "FunnyPrinceCharacter.h"
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#include "SSTCharacterMovementComponent.h"
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#include "SSTCharacterMovementComponent.h"
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#include "Components/InputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "InputActionValue.h"
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DEFINE_LOG_CATEGORY(LogTemplateFunnyPrinceCharacter);
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DEFINE_LOG_CATEGORY(LogTemplateFunnyPrinceCharacter);
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void AFunnyPrinceCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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void AFunnyPrinceCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
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// Punching
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EnhancedInputComponent->BindAction(PunchAction, ETriggerEvent::Started, this, &AFunnyPrinceCharacter::Punch);
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}
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}
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}
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bool AFunnyPrinceCharacter::CanJumpInternal_Implementation() const
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bool AFunnyPrinceCharacter::CanJumpInternal_Implementation() const
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}
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}
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return Super::CanJumpInternal_Implementation();
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return Super::CanJumpInternal_Implementation();
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}
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}
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void AFunnyPrinceCharacter::Punch()
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{
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GetCharacterMovement()->IsFalling()
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}
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virtual bool CanJumpInternal_Implementation() const override;
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virtual bool CanJumpInternal_Implementation() const override;
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void Punch();
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private:
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/** Punch Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<class UInputAction> PunchAction;
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/** Punch Input Action */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = "true"))
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bool IsPunching;
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public:
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public:
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};
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};
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