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15
Source/Aura.Target.cs
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15
Source/Aura.Target.cs
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// Copyright HappyTanuki
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class AuraTarget : TargetRules
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{
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public AuraTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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ExtraModuleNames.AddRange( new string[] { "Aura" } );
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}
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}
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23
Source/Aura/Aura.Build.cs
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23
Source/Aura/Aura.Build.cs
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// Copyright HappyTanuki
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using UnrealBuildTool;
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public class Aura : ModuleRules
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{
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public Aura(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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6
Source/Aura/Aura.cpp
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6
Source/Aura/Aura.cpp
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// Copyright HappyTanuki
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#include "Aura.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Aura, "Aura" );
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6
Source/Aura/Aura.h
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6
Source/Aura/Aura.h
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// Copyright HappyTanuki
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#pragma once
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#include "CoreMinimal.h"
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20
Source/Aura/Private/Character/AuraCharacterBase.cpp
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Source/Aura/Private/Character/AuraCharacterBase.cpp
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// Copyright HappyTanuki
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#include "Character/AuraCharacterBase.h"
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AAuraCharacterBase::AAuraCharacterBase()
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{
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PrimaryActorTick.bCanEverTick = false;
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void AAuraCharacterBase::BeginPlay()
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{
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Super::BeginPlay();
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}
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5
Source/Aura/Private/Character/AuraEnemy.cpp
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5
Source/Aura/Private/Character/AuraEnemy.cpp
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// Copyright HappyTanuki
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#include "Character/AuraEnemy.h"
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5
Source/Aura/Private/Character/KareliaCharacter.cpp
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5
Source/Aura/Private/Character/KareliaCharacter.cpp
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// Copyright HappyTanuki
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#include "Character/KareliaCharacter.h"
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22
Source/Aura/Public/Character/AuraCharacterBase.h
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Source/Aura/Public/Character/AuraCharacterBase.h
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// Copyright HappyTanuki
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "AuraCharacterBase.generated.h"
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UCLASS(Abstract)
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class AURA_API AAuraCharacterBase : public ACharacter
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{
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GENERATED_BODY()
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public:
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AAuraCharacterBase();
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, Category = "Combat")
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TObjectPtr<class USkeletalMeshComponent> Weapon;
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};
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17
Source/Aura/Public/Character/AuraEnemy.h
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Source/Aura/Public/Character/AuraEnemy.h
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// Copyright HappyTanuki
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#pragma once
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#include "CoreMinimal.h"
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#include "Character/AuraCharacterBase.h"
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#include "AuraEnemy.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AAuraEnemy : public AAuraCharacterBase
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{
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GENERATED_BODY()
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};
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17
Source/Aura/Public/Character/KareliaCharacter.h
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Source/Aura/Public/Character/KareliaCharacter.h
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// Copyright HappyTanuki
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#pragma once
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#include "CoreMinimal.h"
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#include "Character/AuraCharacterBase.h"
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#include "KareliaCharacter.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API AKareliaCharacter : public AAuraCharacterBase
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{
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GENERATED_BODY()
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};
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15
Source/AuraEditor.Target.cs
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15
Source/AuraEditor.Target.cs
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// Copyright HappyTanuki
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class AuraEditorTarget : TargetRules
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{
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public AuraEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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ExtraModuleNames.AddRange( new string[] { "Aura" } );
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}
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}
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