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@@ -52,6 +52,9 @@ public:
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FGameplayTag Input_InputTag_8;
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FGameplayTag Input_InputTag_9;
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FGameplayTag Input_InputTag_10;
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FGameplayTag Input_InputTag_Q;
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FGameplayTag Input_InputTag_E;
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FGameplayTag Input_InputTag_Shift;
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private:
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static FAuraGameplayTags GameplayTags;
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@@ -31,9 +31,9 @@ protected:
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FName WeaponTipSocketName;
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virtual FVector GetCombatSocketLocation() override;
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UPROPERTY()
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TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
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UPROPERTY()
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TObjectPtr<UAttributeSet> AttributeSet;
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@@ -4,7 +4,6 @@
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#include "CoreMinimal.h"
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#include "Character/AuraCharacterBase.h"
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#include "Interact/CombatInterface.h"
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#include "Interact/EnemyInterface.h"
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#include "AuraEnemy.generated.h"
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@@ -33,6 +32,7 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character Class Defaults")
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int32 Level = 1;
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private:
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};
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@@ -7,7 +7,7 @@
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#include "CombatInterface.generated.h"
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// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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UINTERFACE(MinimalAPI, BlueprintType)
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class UCombatInterface : public UInterface
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{
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GENERATED_BODY()
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@@ -25,4 +25,7 @@ public:
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virtual int32 GetPlayerLevel();
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virtual FVector GetCombatSocketLocation();
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void UpdateFacingTarget(const FVector& TargetLocation);
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};
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@@ -37,6 +37,13 @@ private:
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> MoveAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TObjectPtr<UInputAction> ShiftAction;
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void ShiftPressed() {bShiftKeyDown = true; }
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void ShiftReleased(){bShiftKeyDown = false; }
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bool bShiftKeyDown = false;
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void Move(const FInputActionValue& InputActionValue);
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