Implement basic combat system
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@@ -1,41 +1,40 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "GameFramework/Actor.h"
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#include "EnemySpaceship.generated.h"
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UCLASS()
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class MYPROJECT3_API AEnemySpaceship : public APawn
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class MYPROJECT3_API AEnemySpaceship : public AActor
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{
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GENERATED_BODY()
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public:
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AEnemySpaceship();
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virtual void Tick(float DeltaTime) override;
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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class UStaticMeshComponent* ShipMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
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float DetectionRange = 1500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
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float FireRate = 2.0f;
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UStaticMeshComponent* EnemyMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float MovementSpeed = 500.0f;
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float MovementSpeed = 300.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float MaxHealth = 100.0f;
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float CurrentHealth;
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FTimerHandle FireTimerHandle;
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class ASpaceshipPawn* PlayerPawn;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float CurrentHealth = 100.0f;
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void FireAtPlayer();
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virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent,
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AController* EventInstigator, AActor* DamageCauser) override;
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public:
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virtual void Tick(float DeltaTime) override;
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// Override TakeDamage to handle damage taken
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virtual float TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent,
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class AController* EventInstigator, AActor* DamageCauser) override;
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private:
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AActor* PlayerPawn;
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void Die();
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};
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