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#248 Reworking material on character to add shield effect
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xthebat committed Apr 22, 2024
1 parent 00d435c commit bab0cff
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754 changes: 754 additions & 0 deletions Importing/FirearmWeaponsTable.json

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Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@

#include "Cloud9SpringArmComponent.generated.h"

UCLASS(ClassGroup=(Camera), meta=(BlueprintSpawnableComponent))
UCLASS(Blueprintable, meta=(BlueprintSpawnableComponent))
class CLOUD9_API UCloud9SpringArmComponent : public USpringArmComponent
{
GENERATED_BODY()
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3 changes: 3 additions & 0 deletions Source/Cloud9/Character/Effects/Cloud9CharacterEffect.h
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Expand Up @@ -22,4 +22,7 @@ class CLOUD9_API ICloud9CharacterEffect
public:
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
bool Apply(ACloud9Character* Character);

UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
bool Remove(ACloud9Character* Character);
};
32 changes: 32 additions & 0 deletions Source/Cloud9/Character/Effects/Cloud9CharacterShieldEffect.cpp
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@@ -0,0 +1,32 @@
// Copyright (c) 2024 Alexei Gladkikh


#include "Cloud9CharacterShieldEffect.h"

#include "Cloud9/Character/Cloud9Character.h"
#include "Cloud9/Tools/Extensions/TContainer.h"


UCloud9CharacterShieldEffect::UCloud9CharacterShieldEffect() {}


void UCloud9CharacterShieldEffect::BeginPlay()
{
Super::BeginPlay();
}

bool UCloud9CharacterShieldEffect::Apply_Implementation(ACloud9Character* Character)
{
if (let Mesh = Character->GetMesh(); IsValid(Mesh))
{
let Materials = Mesh->GetMaterials();
let Dynamic = Cast<UMaterialInstanceDynamic>(Mesh->GetMaterial(0));
}

return true;
}

bool UCloud9CharacterShieldEffect::Remove_Implementation(ACloud9Character* Character)
{
return true;
}
27 changes: 27 additions & 0 deletions Source/Cloud9/Character/Effects/Cloud9CharacterShieldEffect.h
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@@ -0,0 +1,27 @@
// Copyright (c) 2024 Alexei Gladkikh

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"

#include "Cloud9CharacterEffect.h"

#include "Cloud9CharacterShieldEffect.generated.h"


UCLASS(Blueprintable, meta=(BlueprintSpawnableComponent))
class CLOUD9_API UCloud9CharacterShieldEffect : public UActorComponent, public ICloud9CharacterEffect
{
GENERATED_BODY()

public:
UCloud9CharacterShieldEffect();

protected:
virtual void BeginPlay() override;

virtual bool Apply_Implementation(ACloud9Character* Character) override;

virtual bool Remove_Implementation(ACloud9Character* Character) override;
};

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