plan to implement pathfinding; minor fixes & refactorings
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@@ -4,8 +4,13 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include <queue>
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#include "AdventureCharacter.generated.h"
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class AHexTile;
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UCLASS()
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class FRAY_API AAdventureCharacter : public ACharacter
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{
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@@ -15,6 +20,15 @@ public:
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// Sets default values for this character's properties
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AAdventureCharacter();
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Runtime")
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AHexTile* GridLocation;
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UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "Runtime")
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AHexTile* SelectedHex;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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TArray<AHexTile*> MovementPath;
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UFUNCTION(BlueprintCallable)
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void AStarFindPath(AHexTile* Goal);
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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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