Lesson 105 - Set up move to click.
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@@ -5,13 +5,16 @@
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "Interact/EnemyInterface.h"
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#include "GameplayTagContainer.h"
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#include "AuraPlayerController.generated.h"
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class UAuraInputConfig;
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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class IEnemyInterface;
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class UAuraAbilitySystemComponent;
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class USplineComponent;
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/**
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*
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*/
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@@ -40,12 +43,29 @@ private:
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IEnemyInterface* LastActor;
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IEnemyInterface* ThisActor;
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/*
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TObjectPtr<AActor> LastActor;
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TObjectPtr<AActor> ThisActor;
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void AbilityInputTagPressed(FGameplayTag InputTag);
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void AbilityInputTagReleased(FGameplayTag InputTag);
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void AbilityInputTagHeld(FGameplayTag InputTag);
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FHitResult CursorHit;
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static void HightlightActor(AActor* Actor);
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static void UnHightlightActor(AActor* Actor);
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*/
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UPROPERTY()
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TObjectPtr<UAuraAbilitySystemComponent> AuraAbilitySystemComponent;
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UAuraAbilitySystemComponent* GetASC();
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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TObjectPtr<UAuraInputConfig> InputConfig;
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//Click to move
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FVector CachedDestination = FVector::ZeroVector;
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float FollowTime = 0.0f;
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float ShortPressedThreshhold = 0.5f;
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bool bAutoRunning = false;
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bool bTargeting = false;
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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float AutoRunAcceptanceRadius = 50.f;
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UPROPERTY(VisibleAnywhere, Category = "Input")
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TObjectPtr<USplineComponent> Spline;
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};
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