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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GameplayActors/GGA_Character.h"
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#include "AbilitySystemComponent.h"
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#include "Components/GameFrameworkComponentManager.h"
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AGGA_Character::AGGA_Character(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
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{
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PrimaryActorTick.bCanEverTick = true;
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}
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void AGGA_Character::PreInitializeComponents()
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{
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Super::PreInitializeComponents();
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UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
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}
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void AGGA_Character::BeginPlay()
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{
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UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady);
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Super::BeginPlay();
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}
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void AGGA_Character::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this);
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Super::EndPlay(EndPlayReason);
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}
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void AGGA_Character::OnRep_Controller()
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{
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Super::OnRep_Controller();
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ReceivePlayerController();
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}
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void AGGA_Character::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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ReceivePlayerState();
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}
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UAbilitySystemComponent* AGGA_Character::GetAbilitySystemComponent() const
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{
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if (UAbilitySystemComponent* BpProvidedASC = CustomGetAbilitySystemComponent())
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{
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return BpProvidedASC;
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}
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return nullptr;
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}
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void AGGA_Character::GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const
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{
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}
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// Called to bind functionality to input
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void AGGA_Character::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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