Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved.
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#include "Characters/RIRBaseEnemyCharacter.h"
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#include "Abilities/RIRAbilitySystemComponent.h"
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#include "Attributes/RIRAttributeSet.h"
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#include "REALMSINRUIN/REALMSINRUIN.h"
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ARIRBaseEnemyCharacter::ARIRBaseEnemyCharacter()
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{
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// Optional: initialize components, set default properties, etc
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GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
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// AbilitySystemComponent
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AbilitySystemComponent = CreateDefaultSubobject<URIRAbilitySystemComponent>("AbilitySystemComponent");
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AbilitySystemComponent->SetIsReplicated(true);
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AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
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// AttributeSet
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AttributeSet = CreateDefaultSubobject<URIRAttributeSet>("AttributeSet");
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}
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void ARIRBaseEnemyCharacter::BeginPlay()
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{
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Super::BeginPlay();
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AbilitySystemComponent->InitAbilityActorInfo(this,this);
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}
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void ARIRBaseEnemyCharacter::HighlightActor()
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{
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GetMesh()->SetRenderCustomDepth(true);
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GetMesh()->SetCustomDepthStencilValue(CUSTOM_DEPTH_RED);
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}
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void ARIRBaseEnemyCharacter::UnHighlightActor()
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{
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GetMesh()->SetRenderCustomDepth(false);
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} |