Minigames, quest pointer
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UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyFences/README.md
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@ -49,6 +49,16 @@ void UCommonFunctions::DestroyActorRecursively(AActor* actor)
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actor->Destroy();
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}
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void UCommonFunctions::SetActorHiddenInGameRecursively(AActor* actor, bool newHidden)
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{
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TArray<AActor*> childs;
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actor->GetAttachedActors(childs, true, true);
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for(auto child : childs)
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child->SetActorHiddenInGame(newHidden);
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actor->SetActorHiddenInGame(newHidden);
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}
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TArray<int32> UCommonFunctions::GetRandomIntArray(int32 size, int32 min, int32 max)
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{
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if(size <= 0)
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@ -51,6 +51,9 @@ public:
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/** Recursively destroy actor and all its childs (the default Destroy doesn't have consistent behavior) */
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UFUNCTION(BlueprintCallable, Category = Actor)
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static void DestroyActorRecursively(class AActor* actor);
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/** Recursively set actor hidden in game and all its childs (the default SetActorHidenInGame() hides only on called actor) */
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UFUNCTION(BlueprintCallable, Category = Actor)
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static void SetActorHiddenInGameRecursively(AActor* actor, bool newHidden);
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@ -220,9 +220,13 @@ void AInteractable::Lock()
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for(int32 i = 1; i < 255; i <<= 1)
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Deactivate(static_cast<EActivatorType>(i));
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activationLockers.Add(nullptr);
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for(auto collision : collisions)
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collision->SetCollisionProfileName(TEXT("NoCollision"));
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}
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void AInteractable::Unlock()
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{
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activationLockers.Empty();
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for(auto collision : collisions)
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collision->SetCollisionProfileName(collisionProfile);
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}
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@ -85,7 +85,7 @@ void AAgeOfWarUnit::Tick(float deltaTime)
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// try move
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FHitResult moveHit;
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auto moveStep = GetActorForwardVector() * GetStats().moveSpeed;
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auto moveStep = GetActorForwardVector() * GetStats().moveSpeed * GetActorScale3D().X;
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this->AddActorWorldOffset(moveStep, true, &moveHit, ETeleportType::None);
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if(moveHit.bBlockingHit)
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allyblocker->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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@ -95,7 +95,7 @@ void AAgeOfWarUnit::Tick(float deltaTime)
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// look for units forward
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FHitResult hit;
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auto startLocation = traceStart->GetComponentLocation();
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auto endLocation = startLocation + (GetActorRotation().Vector() * attackStartRange * (moveHit.bBlockingHit ? 5 : 1));
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auto endLocation = startLocation + (GetActorRotation().Vector() * attackStartRange * GetActorScale3D().X * (moveHit.bBlockingHit ? 5 : 1));
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world->LineTraceSingleByChannel(
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hit,
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startLocation,
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@ -16,11 +16,17 @@ struct FPlayerLock
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite)
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uint8 walk : 1;
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UPROPERTY(BlueprintReadWrite)
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uint8 jump : 1;
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UPROPERTY(BlueprintReadWrite)
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uint8 run : 1;
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UPROPERTY(BlueprintReadWrite)
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uint8 interaction : 1;
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UPROPERTY(BlueprintReadWrite)
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uint8 camera : 1;
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UPROPERTY(BlueprintReadWrite)
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uint8 inventory : 1;
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static FPlayerLock All();
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@ -51,7 +57,9 @@ public:
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UFUNCTION(BlueprintPure)
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FVector GetCameraDirection();
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UFUNCTION(BlueprintCallable)
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void LockPlayer(const FPlayerLock lock);
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UFUNCTION(BlueprintCallable)
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void UnlockPlayer(const FPlayerLock lock);
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/** Force interactable activators reset */
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