fix: correct player character check
add player attribute component test class
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@ -0,0 +1,34 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Characters/Components/ExoPlayerAttributesComponent.h"
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// Sets default values for this component's properties
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UExoPlayerAttributesComponent::UExoPlayerAttributesComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UExoPlayerAttributesComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UExoPlayerAttributesComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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@ -4,6 +4,7 @@
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#include "Player/ExoPlayerController.h"
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#include "Player/ExoPlayerController.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputSubsystems.h"
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#include "Characters/ExoPlayerCharacter.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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@ -17,6 +18,9 @@ void AExoPlayerController::BeginPlay()
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Super::BeginPlay();
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Super::BeginPlay();
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check(InputContext);
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check(InputContext);
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PlayerCharacter = Cast<AExoPlayerCharacter>(GetPawn<ACharacter>());
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check(PlayerCharacter);
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UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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if (Subsystem)
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if (Subsystem)
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@ -24,8 +28,6 @@ void AExoPlayerController::BeginPlay()
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Subsystem->AddMappingContext(InputContext, 0);
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Subsystem->AddMappingContext(InputContext, 0);
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}
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}
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PlayerCharacter = GetPawn<ACharacter>();
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InteractionComponent = PlayerCharacter->FindComponentByClass<UInteractionComponent>();
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InteractionComponent = PlayerCharacter->FindComponentByClass<UInteractionComponent>();
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}
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}
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@ -0,0 +1,28 @@
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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 "Components/ActorComponent.h"
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#include "ExoPlayerAttributesComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class EXO_API UExoPlayerAttributesComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UExoPlayerAttributesComponent();
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protected:
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// Called when the game starts
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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 TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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@ -7,6 +7,7 @@
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#include <Player/InteractionComponent.h>
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#include <Player/InteractionComponent.h>
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#include "ExoPlayerController.generated.h"
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#include "ExoPlayerController.generated.h"
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class AExoPlayerCharacter;
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class UInputMappingContext;
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class UInputMappingContext;
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class UInputAction;
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class UInputAction;
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struct FInputActionValue;
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struct FInputActionValue;
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@ -120,7 +121,7 @@ protected:
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TObjectPtr<UInputAction> ChangeWeaponAction;
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TObjectPtr<UInputAction> ChangeWeaponAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character")
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TObjectPtr<ACharacter> PlayerCharacter;
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TObjectPtr<AExoPlayerCharacter> PlayerCharacter;
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private:
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private:
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UInteractionComponent* InteractionComponent;
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UInteractionComponent* InteractionComponent;
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