Section 5 - The Weapon - Course 60
Finishing the Pickup Widget
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Content/_Game/Assets/Textures/Icons/IconCircleOutlined2.uasset (Stored with Git LFS)
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Content/_Game/Assets/Textures/Icons/IconCircleOutlined2.uasset (Stored with Git LFS)
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Content/_Game/Maps/Factory.umap (Stored with Git LFS)
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Content/_Game/Maps/Factory.umap (Stored with Git LFS)
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Item.h"
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#include "Components/BoxComponent.h"
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// Sets default values
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AItem::AItem()
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{
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// Set this actor 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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ItemMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("ItemMesh"));
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SetRootComponent(ItemMesh);
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CollisionBox = CreateDefaultSubobject<UBoxComponent>(TEXT("CollisionBox"));
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CollisionBox->SetupAttachment(ItemMesh);
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}
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// Called when the game starts or when spawned
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void AItem::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AItem::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@ -0,0 +1,45 @@
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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 "GameFramework/Actor.h"
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#include "Item.generated.h"
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class UBoxComponent;
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class UWidgetComponent;
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UCLASS()
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class SHOOTER_API AItem : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AItem();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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private:
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/* Skeletal mesh for the item */
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UPROPERTY(VisibleAnywhere, BlueprintReadonly, Category = "Item Properties", meta = (AllowPrivateAccess = true))
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USkeletalMeshComponent* ItemMesh;
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/* Line trace collides with box to show HUD widgets */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true))
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UBoxComponent* CollisionBox;
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/* Popup widget for when the player looks at the item */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item Properties", meta = (AllowPrivateAccess = true))
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UWidgetComponent* PickupWidget;
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public:
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};
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@ -8,7 +8,7 @@ public class Shooter : ModuleRules
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{
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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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 "Weapon.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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#pragma once
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#include "CoreMinimal.h"
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#include "Item.h"
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#include "Weapon.generated.h"
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/**
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*
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*/
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UCLASS()
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class SHOOTER_API AWeapon : public AItem
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{
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GENERATED_BODY()
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};
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