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#include "ManageSquadGameMode.h"
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#include "ManageSquadGameState.h"
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#include "ManageSquadPawn.h"
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#include "ManageSquadPlayerController.h"
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AManageSquadGameMode::AManageSquadGameMode() {
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PlayerControllerClass = AManageSquadPlayerController::StaticClass();
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DefaultPawnClass = AManageSquadPawn::StaticClass();
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GameStateClass = AManageSquadGameState::StaticClass();
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}
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameMode.h"
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#include "ManageSquadGameMode.generated.h"
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UCLASS()
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class TURNBASEDTUTORIAL_API AManageSquadGameMode : public AGameMode {
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GENERATED_BODY()
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public:
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AManageSquadGameMode();
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ManageSquadGameState.h"
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AManageSquadGameState::AManageSquadGameState() {
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TroopersKinds = {0, 0, 0, 0, 0};
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}
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void AManageSquadGameState::ChangeSquad(int TrooperIndex, int TrooperKind) {
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TroopersKinds[TrooperIndex] = TrooperKind;
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}
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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 "GameFramework/GameState.h"
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#include "ManageSquadGameState.generated.h"
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/**
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*
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*/
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UCLASS()
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class TURNBASEDTUTORIAL_API AManageSquadGameState : public AGameState {
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GENERATED_BODY()
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public:
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AManageSquadGameState();
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UFUNCTION()
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void ChangeSquad(int TrooperIndex, int TrooperKind);
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private:
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UPROPERTY()
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TArray<int> TroopersKinds;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ManageSquadPawn.h"
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// Called when the game starts or when spawned
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void AManageSquadPawn::BeginPlay() {
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Super::BeginPlay();
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}
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// Called every frame
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void AManageSquadPawn::Tick(float DeltaTime) {
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AManageSquadPawn::SetupPlayerInputComponent(
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UInputComponent *PlayerInputComponent) {
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// Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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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 "GameFramework/DefaultPawn.h"
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#include "ManageSquadPawn.generated.h"
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UCLASS()
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class TURNBASEDTUTORIAL_API AManageSquadPawn : public ADefaultPawn {
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GENERATED_BODY()
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(
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class UInputComponent *PlayerInputComponent) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ManageSquadPlayerController.h"
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#include "ManageSquadGameState.h"
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AManageSquadPlayerController::AManageSquadPlayerController() {
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SetShowMouseCursor(true);
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}
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void AManageSquadPlayerController::SetupInputComponent() {
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Super::SetupInputComponent();
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InputComponent->BindAction("MyAction", IE_Pressed, this,
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&AManageSquadPlayerController::OnLeftMouseClick);
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}
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void AManageSquadPlayerController::OnLeftMouseClick() {
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UE_LOG(LogTemp, Warning, TEXT("Mouse clicked"));
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FHitResult HitResult;
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bool const IsHitResult = GetHitResultUnderCursorForObjects(
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TArray<TEnumAsByte<EObjectTypeQuery>>{ObjectTypeQuery1}, false,
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HitResult);
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if (!IsHitResult)
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return;
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UE_LOG(LogTemp, Warning, TEXT("Got hit result"));
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// auto const NewlySelectedLocation = HitResult.Location;
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AManageSquadTrooper *NewlySelectedTrooper = dynamic_cast
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<AManageSquadTrooper *>(
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HitResult.GetActor());
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if (NewlySelectedTrooper == nullptr || !NewlySelectedTrooper->
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IsValidLowLevel()) {
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// we selected something that is not a trooper (or trooper in shitty state...)
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UE_LOG(LogTemp, Warning, TEXT("Not a trooper"));
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return;
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}
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// skip re-selection
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if (SelectedTrooper == NewlySelectedTrooper) {
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UE_LOG(LogTemp, Warning, TEXT("Skip reselection"));
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return;
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}
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UE_LOG(LogTemp, Warning, TEXT("Trooper"));
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switch (NewlySelectedTrooper->GetType()) {
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case ETrooperType::TROOPER_SAMPLE:
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if (SelectedTrooper) {
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UE_LOG(LogTemp, Warning, TEXT("Trooper replacement"));
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SelectedTrooper->ChangeSkeletalMesh(NewlySelectedTrooper);
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dynamic_cast<AManageSquadGameState *>(
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GetWorld()->GetGameState())->ChangeSquad(
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SelectedTrooper->GetIndex(),
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NewlySelectedTrooper->GetIndex()
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);
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}
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break;
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case ETrooperType::TROOPER_IN_SQUAD:
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SelectedTrooper = NewlySelectedTrooper;
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UE_LOG(LogTemp, Warning, TEXT("Changed selection"));
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break;
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default:
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break;
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}
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}
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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 "GameFramework/PlayerController.h"
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#include "ManageSquadTrooper.h"
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#include "ManageSquadPlayerController.generated.h"
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/**
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*
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*/
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UCLASS()
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class TURNBASEDTUTORIAL_API AManageSquadPlayerController
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: public APlayerController {
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GENERATED_BODY()
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public:
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AManageSquadPlayerController();
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virtual void SetupInputComponent() override;
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private:
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UPROPERTY()
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AManageSquadTrooper *SelectedTrooper;
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UFUNCTION()
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void OnLeftMouseClick();
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ManageSquadTrooper.h"
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AManageSquadTrooper::AManageSquadTrooper() {
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GetMesh()->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap);
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}
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// Called when the game starts or when spawned
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void AManageSquadTrooper::BeginPlay() {
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Super::BeginPlay();
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}
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// Called every frame
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void AManageSquadTrooper::Tick(float DeltaTime) {
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Super::Tick(DeltaTime);
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}
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void AManageSquadTrooper::
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ChangeSkeletalMesh(const AManageSquadTrooper *OtherTrooper) {
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GetMesh()->SetSkeletalMesh(OtherTrooper->GetMesh()->SkeletalMesh);
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}
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ETrooperType AManageSquadTrooper::GetType() const {
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return Type;
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}
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int AManageSquadTrooper::GetIndex() const {
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return Index;
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}
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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 "GameFramework/Character.h"
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#include "ManageSquadTrooper.generated.h"
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UENUM()
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enum ETrooperType {
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TROOPER_SAMPLE,
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TROOPER_IN_SQUAD
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};
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UCLASS()
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class TURNBASEDTUTORIAL_API AManageSquadTrooper : public ACharacter {
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GENERATED_BODY()
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AManageSquadTrooper();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere)
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int Index = -1;
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UPROPERTY(EditAnywhere)
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TEnumAsByte<ETrooperType> Type;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UFUNCTION()
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void ChangeSkeletalMesh(const AManageSquadTrooper *OtherTrooper);
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UFUNCTION()
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ETrooperType GetType() const;
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UFUNCTION()
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int GetIndex() const;
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};
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