37 lines
1.2 KiB
C++
Executable file
37 lines
1.2 KiB
C++
Executable file
#include "DeepPathfinderCharacter.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "DeepPatherFinderCharacterAfflictionComponent.h"
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#include "DeepPathfinderMovement.h"
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bool ADeepPathfinderCharacter::TryJoinFormation() {
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return false;
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}
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void ADeepPathfinderCharacter::SetHidden(bool shouldHide) {
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}
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void ADeepPathfinderCharacter::OnPausedMovementElapsed() {
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}
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void ADeepPathfinderCharacter::LeaveFormation() {
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}
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ADeepPathfinderCharacter::ADeepPathfinderCharacter() {
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this->PathfinderMovement = CreateDefaultSubobject<UDeepPathfinderMovement>(TEXT("PathfinderMovement"));
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this->Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Mesh"));
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this->Affliction = CreateDefaultSubobject<UDeepPatherFinderCharacterAfflictionComponent>(TEXT("Affliction"));
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this->AnimationOffset = 0.00f;
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this->CanPlayerStandOn = false;
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this->UseDormancy = false;
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this->StaggerDurationMultiplier = 1.00f;
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this->StaggerImunityWindow = 0.00f;
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this->StaggerPauseLogic = false;
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this->IsHidden = false;
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this->IsStaggered = false;
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this->FrozenPauseLogic = false;
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this->CurrentStaggerAffliction = NULL;
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this->AttackerRadius = 65.00f;
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this->AllowedInFormationChance = 0.75f;
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}
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