Am sad and feel bad.
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@@ -4,11 +4,17 @@
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#include "Character/AuraCharacterBase.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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#include "Aura/Aura.h"
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#include "Components/CapsuleComponent.h"
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AAuraCharacterBase::AAuraCharacterBase()
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{
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PrimaryActorTick.bCanEverTick = false;
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); //Make it so that the Capsule for Character doesn't block the camera.
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GetCapsuleComponent()->SetGenerateOverlapEvents(false);
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GetMesh()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); //Make it so that the Character Mesh doesn't block the Camera
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GetMesh()->SetCollisionResponseToChannel(ECC_PROJECTILE, ECR_Overlap); //
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GetMesh()->SetGenerateOverlapEvents(true);
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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@@ -1,6 +1,5 @@
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// Copyright Echo Devgroup
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#include "Character/AuraEnemy.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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@@ -10,20 +9,18 @@
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AAuraEnemy::AAuraEnemy()
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{
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GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
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AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
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AbilitySystemComponent->SetIsReplicated(true);
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AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
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AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
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}
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void AAuraEnemy::HighlightActor()
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{
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GetMesh()->SetRenderCustomDepth(true);
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GetMesh()->SetCustomDepthStencilValue(250.f);
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GetMesh()->SetCustomDepthStencilValue(CUSTOM_DEPTH_RED);
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Weapon->SetRenderCustomDepth(true);
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Weapon->SetCustomDepthStencilValue(250.f);
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Weapon->SetCustomDepthStencilValue(CUSTOM_DEPTH_RED);
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}
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void AAuraEnemy::UnHighlightActor()
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@@ -49,4 +46,4 @@ void AAuraEnemy::InitAbilityActorInfo()
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Cast<UAuraAbilitySystemComponent>(AbilitySystemComponent)->AbilityActorInfoSet();
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InitializeDefaultAttributes();
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}
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}
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