MovementArrow functionality; StarFog implemented; Refactoring
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "HexVector.h"
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#include "MovementArrow.generated.h"
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class USceneComponent;
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class UStaticMeshComponent;
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class AAdventureMap;
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UCLASS()
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class FRAY_API AMovementArrow : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AMovementArrow();
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UPROPERTY(BlueprintReadOnly, Category = "Config")
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AAdventureMap* MapRef;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
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USceneComponent* SceneComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshStraight;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshRight;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshRightSharp;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshLeftSharp;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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UStaticMeshComponent* MeshLeft;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
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TArray<UStaticMeshComponent*> MeshVariants;
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UFUNCTION(BlueprintCallable, Category = "Variant")
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void SetVariant(FHexVector InVec, FHexVector OutVec);
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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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};
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