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70
Source/Aura/Private/Character/AuraCharacter.cpp
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70
Source/Aura/Private/Character/AuraCharacter.cpp
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// Copyright Echo Devgroup
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#include "Character/AuraCharacter.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Player/AuraPlayerController.h"
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#include "Player/AuraPlayerState.h"
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#include "UI/HUD/AuraHUD.h"
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AAuraCharacter::AAuraCharacter()
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{
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GetCharacterMovement()->bOrientRotationToMovement = true;
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GetCharacterMovement()->RotationRate = FRotator(0.f, 400.f, 0.f);
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GetCharacterMovement()->bConstrainToPlane = true;
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GetCharacterMovement()->bSnapToPlaneAtStart = true;
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//Don't use controller rotation
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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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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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - PossessedBy"));
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InitAbilityActorInfo(); //Init Ability Actor Info for the Server
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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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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - OnRep_PlayerState"));
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InitAbilityActorInfo(); //Init Ability Actor Info for the Client
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}
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int32 AAuraCharacter::GetPlayerLevel()
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{
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const AAuraPlayerState* AuraPlayerState = GetPlayerState<AAuraPlayerState>();
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check(AuraPlayerState)
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{
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return AuraPlayerState->GetPlayerLevel();
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}
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}
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void AAuraCharacter::InitAbilityActorInfo() //Function to Init Ability Actor Info for the server
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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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Cast<UAuraAbilitySystemComponent>(AuraPlayerState->GetAbilitySystemComponent())->AbilityActorInfoSet();
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AbilitySystemComponent = AuraPlayerState->GetAbilitySystemComponent();
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AttributeSet = AuraPlayerState->GetAttributeSet();
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - InitAbilityActorInfo - AttributeSet"));
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if (AAuraPlayerController* AuraPlayerController = Cast<AAuraPlayerController>(GetController()))
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{
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - InitAbilityActorInfo - Cast "));
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(AuraPlayerController->GetHUD()))
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{
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - InitAbilityActorInfo - InitOverlay"));
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AuraHUD->InitOverlay(AuraPlayerController, AuraPlayerState, AbilitySystemComponent, AttributeSet);
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}
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}
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InitializeDefaultAttributes();
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}
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