first commit

This commit is contained in:
2025-02-23 07:37:40 +09:00
commit 1180a1bb65
835 changed files with 2872 additions and 0 deletions

15
Source/Aura.Target.cs Normal file
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// Copyright HappyTanuki
using UnrealBuildTool;
using System.Collections.Generic;
public class AuraTarget : TargetRules
{
public AuraTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V5;
ExtraModuleNames.AddRange( new string[] { "Aura" } );
}
}

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Source/Aura/Aura.Build.cs Normal file
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// Copyright HappyTanuki
using UnrealBuildTool;
public class Aura : ModuleRules
{
public Aura(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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Source/Aura/Aura.cpp Normal file
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// Copyright HappyTanuki
#include "Aura.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Aura, "Aura" );

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Source/Aura/Aura.h Normal file
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// Copyright HappyTanuki
#pragma once
#include "CoreMinimal.h"

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// Copyright HappyTanuki
#include "Character/AuraCharacterBase.h"
AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}

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// Copyright HappyTanuki
#include "Character/AuraEnemy.h"

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// Copyright HappyTanuki
#include "Character/KareliaCharacter.h"

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// Copyright HappyTanuki
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
UCLASS(Abstract)
class AURA_API AAuraCharacterBase : public ACharacter
{
GENERATED_BODY()
public:
AAuraCharacterBase();
protected:
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, Category = "Combat")
TObjectPtr<class USkeletalMeshComponent> Weapon;
};

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// Copyright HappyTanuki
#pragma once
#include "CoreMinimal.h"
#include "Character/AuraCharacterBase.h"
#include "AuraEnemy.generated.h"
/**
*
*/
UCLASS()
class AURA_API AAuraEnemy : public AAuraCharacterBase
{
GENERATED_BODY()
};

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// Copyright HappyTanuki
#pragma once
#include "CoreMinimal.h"
#include "Character/AuraCharacterBase.h"
#include "KareliaCharacter.generated.h"
/**
*
*/
UCLASS()
class AURA_API AKareliaCharacter : public AAuraCharacterBase
{
GENERATED_BODY()
};

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// Copyright HappyTanuki
using UnrealBuildTool;
using System.Collections.Generic;
public class AuraEditorTarget : TargetRules
{
public AuraEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V5;
ExtraModuleNames.AddRange( new string[] { "Aura" } );
}
}