Added the mite enemy and started working on AI for melee

feature/melee
Jers 11 months ago
parent 057e6f9602
commit 94eeccde07

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Content/Levels/MainMenu.umap (Stored with Git LFS)

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@ -35,6 +35,7 @@ int32 UPartySubsystem::SpawnParty(const float InVerticalSpacing, const float InH
this->NumRows = InNumRows;
this->HorizontalSpacing = InHorizontalSpacing;
CurrentColumn = 0;
LastSpawnIndex = 0;
SpawnQueue.Empty();
TArray<AActor*> SpawnPoints;
@ -43,7 +44,8 @@ int32 UPartySubsystem::SpawnParty(const float InVerticalSpacing, const float InH
for (FPartyMember &Unit : GetMembers())
{
for(auto i = 0; i < GetMemberAllocated(Unit); i++)
const int32 Allocated = GetMemberAllocated(Unit);
for(auto i = 0; i < Allocated; i++)
{
SpawnQueue.Add(GetMemberUnitInfo(Unit)->GetCharacterClass());
}

@ -19,6 +19,7 @@ int32 UWaveSubsystem::SpawnWave(const float InVerticalSpacing, const float InHor
SpawnQueue = Waves[CurrentWave]->GetUnits();
const auto NumUnits = SpawnQueue.Num();
CurrentColumn = 0;
LastSpawnIndex = 0;
TArray<AActor*> SpawnPoints;
UGameplayStatics::GetAllActorsWithTag(GetWorld(), "EnemySpawn", SpawnPoints);
@ -75,4 +76,5 @@ void UWaveSubsystem::SpawnUnits()
}
LastSpawnIndex += NumRows;
CurrentColumn++;
}

@ -39,9 +39,15 @@ protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool IsRanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float IsFlying;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float Range;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float Speed;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int32 Tier;

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