MovementArrow functionality; StarFog implemented; Refactoring
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+4
-3
@@ -1,5 +1,3 @@
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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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@@ -9,6 +7,7 @@
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#include "AdventureMap.generated.h"
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class AHexTile;
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class AStarFog;
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class AMapObject;
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class AAdventurePlayerController;
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@@ -25,6 +24,8 @@ public:
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UWorld* World;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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TSubclassOf<AHexTile> BaseTileClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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TSubclassOf<AStarFog> BaseFogClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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int32 GridSize = 60;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Config")
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@@ -71,7 +72,7 @@ public:
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FHexVector NNW = FHexVector(0, -1);
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> NeighborUnitVectors;
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TArray<FHexVector> UnitVectors;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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TArray<FHexVector> DiagonalUnitVectors;
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UFUNCTION(BlueprintCallable, Category = "Utility")
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