Add projectile
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Content/Legumix/Ennemy/MeleeEnemy/AI/Task/BTTask_Attack.uasset
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Content/Legumix/Ennemy/RangeEnemy/Projectile/BP_Projectile.uasset
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Content/Legumix/Ennemy/RangeEnemy/Projectile/M_PlaceHolderProjectile_Inst.uasset
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Enemy/DistantEnemy/Projectile/BPProjectile.h"
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#include "Components/SphereComponent.h"
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// Sets default values
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ABPProjectile::ABPProjectile()
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{
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PrimaryActorTick.bCanEverTick = true;
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ProjectileCollision = CreateDefaultSubobject<USphereComponent>(TEXT("ProjectileCollision"));
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SetRootComponent(ProjectileCollision);
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// Collisions :
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ProjectileCollision->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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ProjectileCollision->SetNotifyRigidBodyCollision(true);
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ProjectileCollision->BodyInstance.SetCollisionProfileName(TEXT("BlockAllDynamic"));
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ProjectileMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ProjectileMesh"));
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ProjectileMesh->SetupAttachment(ProjectileCollision);
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}
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void ABPProjectile::BeginPlay()
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{
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Super::BeginPlay();
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}
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void ABPProjectile::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "BPProjectile.generated.h"
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class UStaticMeshComponent;
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class USphereComponent;
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UCLASS()
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class LEGUMEMIX_API ABPProjectile : public AActor
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{
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GENERATED_BODY()
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public:
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ABPProjectile();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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TObjectPtr<USphereComponent> ProjectileCollision;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Legumix, meta = (AllowPrivateAccess = true))
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TObjectPtr<UStaticMeshComponent> ProjectileMesh;
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};
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