Add post process material instance to display damage on screen
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Content/Legumix/Ennemy/MeleeEnemy/BP_MeleeEnemy.uasset
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Content/Legumix/Ennemy/MeleeEnemy/BP_MeleeEnemy.uasset
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Content/Legumix/Levels/LVL_GYM_00.umap
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Content/Legumix/Player/BP_Play.uasset
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Content/Legumix/Player/BP_Play.uasset
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Content/Legumix/Player/HUD/Greyscale.uasset
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Content/Legumix/Player/HUD/Greyscale.uasset
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Content/Legumix/Player/HUD/M_Postprocess_Damage.uasset
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Content/Legumix/Player/HUD/M_Postprocess_Damage.uasset
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Content/Legumix/Player/HUD/M_Postprocess_Damage_Inst.uasset
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Content/Legumix/Player/HUD/M_Postprocess_Damage_Inst.uasset
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Content/Legumix/Player/HUD/T_LavaMat4_Emissive.uasset
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Content/Legumix/Player/HUD/T_LavaMat4_Emissive.uasset
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@ -6,6 +6,7 @@ ALMEnemy::ALMEnemy()
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{
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PrimaryActorTick.bCanEverTick = true;
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EnemyState = EEnemyState::EES_Chasing;
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AttackingRadius = 100.f;
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AttackingDamage = 0.f;
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}
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@ -27,6 +27,10 @@ ALMPlayer::ALMPlayer()
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SpreadStream = FRandomStream(FMath::Rand());
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HealthComponent = CreateDefaultSubobject<ULMHealthComponent>(TEXT("HealthComponent"));
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HitPeriodLengthInSeconds = 0.f;
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TimeElapsedSinceLastDamageInSeconds = 0.f;
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CumulatedDamagesOnCurrentHitPeriod = 0.f;
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}
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void ALMPlayer::BeginPlay()
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@ -44,7 +44,7 @@ protected:
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double GetDistanceToTarget(const AActor* TargetedActor);
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/**
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* Returns the distance between the enemy and a target.
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* Performs an attack on the targeted pawn
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* @param TargetedPawn
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* @returns
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*/
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@ -113,6 +113,34 @@ private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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TObjectPtr<ULMHealthComponent> HealthComponent;
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/**
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* Length of the period in which the damages HUD will be displayed on player screen.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Legumix, meta = (AllowPrivateAccess = true))
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double HitPeriodLengthInSeconds;
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/**
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* Time elapsed since last damage taken.
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* If it's superior to the HitPeriodLengthInSeconds variable, ends the Hit period
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* and so the displaying of damages HUD on player screen
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*/
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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double TimeElapsedSinceLastDamageInSeconds;
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/**
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* Cumulated damages taken by the player on the current hit period
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* To calculate view occlusion percent for the damage HUD
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*/
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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float CumulatedDamagesOnCurrentHitPeriod;
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/**
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* Player health at the current hit period beginning
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* To calculate view occlusion percent for the damage HUD
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*/
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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float HealthAtTheCurrentHitPeriodBeginning;
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private:
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#if WITH_EDITORONLY_DATA
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/** If set, bullet debug will be drawn. */
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