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@ -24,13 +24,6 @@ ABasePawn::ABasePawn()
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ProjectileSpawnPoint->SetupAttachment(TurretMesh);
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}
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// Called when the game starts or when spawned
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void ABasePawn::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void ABasePawn::Tick(float DeltaTime)
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{
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@ -15,10 +15,6 @@ public:
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// Sets default values for this pawn's properties
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ABasePawn();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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class UCapsuleComponent* CapsuleComp;
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@ -23,6 +23,14 @@ void ATank::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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PlayerInputComponent->BindAxis(TEXT("Turn"), this, &ATank::Turn);
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}
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// Called when the game starts or when spawned
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void ATank::BeginPlay()
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{
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Super::BeginPlay();
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PlayerControllerRef = Cast<APlayerController>(GetController());
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}
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void ATank::Move(float Value)
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{
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FVector DeltaLocation = FVector::ZeroVector;
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@ -19,6 +19,10 @@ public:
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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@ -32,6 +36,8 @@ private:
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UPROPERTY(EditAnywhere, Category = "Movement")
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float TurnRate = 45.0f;
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APlayerController* PlayerControllerRef;
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void Move(float Value);
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