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2025-10-14 22:20:59 -04:00
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// Copyright Echo Devgroup
#include "Character/AuraEnemy.h"
#include "AbilitySystem/AuraAbilitySystemComponent.h"
#include "AbilitySystem/AuraAttributeSet.h"
#include "Aura/Aura.h"
AAuraEnemy::AAuraEnemy()
{
GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
}
void AAuraEnemy::HighlightActor()
{
GetMesh()->SetRenderCustomDepth(true);
GetMesh()->SetCustomDepthStencilValue(250.f);
Weapon->SetRenderCustomDepth(true);
Weapon->SetCustomDepthStencilValue(250.f);
}
void AAuraEnemy::UnHighlightActor()
{
GetMesh()->SetRenderCustomDepth(false);
Weapon->SetRenderCustomDepth(false);
}
int32 AAuraEnemy::GetPlayerLevel()
{
return Level;
}
void AAuraEnemy::BeginPlay()
{
Super::BeginPlay();
InitAbilityActorInfo();
}
void AAuraEnemy::InitAbilityActorInfo()
{
AbilitySystemComponent->InitAbilityActorInfo(this,this);
Cast<UAuraAbilitySystemComponent>(AbilitySystemComponent)->AbilityActorInfoSet();
}