Initial Commit - Lesson 31 (Commit #1)
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42
Source/FPSTemplate/Public/Data/SpecialElimData.h
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42
Source/FPSTemplate/Public/Data/SpecialElimData.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "ShooterTypes/ShooterTypes.h"
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#include "SpecialElimData.generated.h"
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USTRUCT(BlueprintType)
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struct FSpecialElimInfo
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadOnly)
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ESpecialElimType ElimType = ESpecialElimType::None;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FString ElimMessage = FString();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UTexture2D> ElimIcon = nullptr;
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UPROPERTY(BlueprintReadOnly)
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int32 SequentialElimCount = 0;
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UPROPERTY(BlueprintReadOnly)
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int32 StreakCount = 0;
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};
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/**
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*
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*/
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UCLASS()
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class FPSTEMPLATE_API USpecialElimData : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "SpecialEliminations")
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TMap<ESpecialElimType, FSpecialElimInfo> SpecialElimInfo;
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};
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78
Source/FPSTemplate/Public/Data/WeaponData.h
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78
Source/FPSTemplate/Public/Data/WeaponData.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "Engine/DataAsset.h"
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#include "WeaponData.generated.h"
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USTRUCT(BlueprintType)
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struct FPlayerAnims
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UAnimSequence> IdleAnim = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UAnimSequence> AimIdleAnim = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UAnimSequence> CrouchIdleAnim = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UAnimSequence> SprintAnim = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UBlendSpace> AimOffset_Hip = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UBlendSpace> AimOffset_Aim = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UBlendSpace> Strafe_Standing = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UBlendSpace> Strafe_Crouching = nullptr;
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};
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USTRUCT(BlueprintType)
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struct FMontageData
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UAnimMontage> EquipMontage = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UAnimMontage> ReloadMontage = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<UAnimMontage> FireMontage = nullptr;
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};
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UCLASS()
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class FPSTEMPLATE_API UWeaponData : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "WeaponData|FirstPerson")
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TMap<FGameplayTag, FPlayerAnims> FirstPersonAnims;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "WeaponData|ThirdPerson")
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TMap<FGameplayTag, FPlayerAnims> ThirdPersonAnims;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "WeaponData|Weapons")
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TMap<FGameplayTag, FMontageData> WeaponMontages;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "WeaponData|Weapons")
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TMap<FGameplayTag, FName> GripPoints;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "WeaponData|FirstPerson")
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TMap<FGameplayTag, FMontageData> FirstPersonMontages;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "WeaponData|ThirdPerson")
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TMap<FGameplayTag, FMontageData> ThirdPersonMontages;
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};
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