Minor - Ajout de la logique de Projectile au PlayerPawn
Le playerPawn possède une fonction qui pourra appeler le script de projectile. Prochaine étape, complétion du système de Projectile.
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@@ -18,6 +18,7 @@ public:
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virtual void Tick(float DeltaTime) override;
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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void Move(const FInputActionInstance& Instance);
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void Shoot(const FInputActionInstance& Inst);
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protected:
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@@ -27,6 +28,10 @@ protected:
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UPROPERTY()
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UInputAction* MoveAction;
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UPROPERTY()
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UInputAction* ShootAction;
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//bool HasShot = false;
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float MoveSpeed = 500.f;
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FVector2D MeshScale = FVector2D(0.6f, 0.5f);
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FVector2D LastMoveValue = FVector2D::ZeroVector;
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