remove .vsconfig
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.gitignore
vendored
1
.gitignore
vendored
@ -5,6 +5,7 @@ Saved
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.idea
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.idea
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.vscode
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.vscode
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.vs
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.vs
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*.vsconfig
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*.VC.db
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*.VC.db
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*.opensdf
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*.opensdf
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*.opendb
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*.opendb
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BIN
Content/Blueprints/Pawns/BP_PawnTank.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Blueprints/Pawns/BP_PawnTank.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Blueprints/Pawns/BP_PawnTurret.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Blueprints/Pawns/BP_PawnTurret.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -3,19 +3,32 @@
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#include "BasePawn.h"
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#include "BasePawn.h"
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#include "Components/CapsuleComponent.h"
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// Sets default values
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// Sets default values
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ABasePawn::ABasePawn()
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ABasePawn::ABasePawn()
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{
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{
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// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = true;
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CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Collider"));
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RootComponent = CapsuleComp;
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BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Base Mesh"));
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BaseMesh->SetupAttachment(RootComponent);
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TurretMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Turret Mesh"));
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TurretMesh->SetupAttachment(BaseMesh);
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ProjectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("Projectile Spawn Point"));
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ProjectileSpawnPoint->SetupAttachment(TurretMesh);
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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void ABasePawn::BeginPlay()
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void ABasePawn::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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}
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}
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// Called every frame
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// Called every frame
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@ -19,6 +19,19 @@ protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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private:
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UPROPERTY()
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class UCapsuleComponent* CapsuleComp;
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UPROPERTY()
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UStaticMeshComponent* BaseMesh;
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UPROPERTY()
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UStaticMeshComponent* TurretMesh;
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UPROPERTY()
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USceneComponent* ProjectileSpawnPoint;
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public:
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public:
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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