Add basic code
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "StickySlimeComponent.h"
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#include "SlimableInterface.h"
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#include "SlimeAnchorInterface.h"
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// Sets default values for this component's properties
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UStickySlimeComponent::UStickySlimeComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = false;
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// ...
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// Initialize
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AttachedActor1 = nullptr;
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AttachedActor1 = nullptr;
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bIsActivated = false;
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}
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// Called when the game starts
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void UStickySlimeComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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void UStickySlimeComponent::AttachToActor(AActor* Target)
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{
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if (!Target || this->AttachedActor1 == Target || this->AttachedActor2 == Target)
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{
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return;
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}
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if (bIsActivated)
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{
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return;
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}
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if (this->AttachedActor1)
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{
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UE_LOG(LogTemp, Warning, TEXT("Attaching to actor"));
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this->ActivateIfAnchored(Target);
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}
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UE_LOG(LogTemp, Warning, TEXT("Attaching to actor"));
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this->AttachedActor1 = Target;
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this->GetOwner()->AttachToComponent(Target->GetRootComponent(),
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FAttachmentTransformRules::KeepWorldTransform);
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}
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void UStickySlimeComponent::ActivateIfAnchored(AActor* Target)
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{
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if (!Target || this->AttachedActor1 == Target || this->AttachedActor2 == Target)
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{
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return;
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}
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if (bIsActivated)
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{
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return;
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}
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this->AttachedActor2 = Target;
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const bool bA1IsAnchor = this->AttachedActor1->GetClass()->
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ImplementsInterface(USlimeAnchorInterface::StaticClass());
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const bool bA2IsAnchor = this->AttachedActor2->GetClass()->
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ImplementsInterface(USlimeAnchorInterface::StaticClass());
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if (!bA1IsAnchor && !bA2IsAnchor)
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{
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this->AttachedActor2 = nullptr;
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return;
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}
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bIsActivated = true;
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if (bA1IsAnchor && this->AttachedActor2->GetClass()->ImplementsInterface(USlimableInterface::StaticClass()))
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{
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ISlimableInterface::Execute_OnSlimed(this->AttachedActor2, this->GetOwner());
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}
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else if (bA2IsAnchor && this->AttachedActor1->GetClass()->ImplementsInterface(USlimableInterface::StaticClass()))
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{
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ISlimableInterface::Execute_OnSlimed(this->AttachedActor1, this->GetOwner());
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}
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else
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{
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this->BreakSlime();
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}
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}
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void UStickySlimeComponent::BreakSlime()
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{
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if (!bIsActivated)
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{
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return;
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}
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if (this->AttachedActor1->GetClass()->ImplementsInterface(USlimableInterface::StaticClass()))
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{
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ISlimableInterface::Execute_OnUnslimed(this->AttachedActor1);
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}
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if (this->AttachedActor2->GetClass()->ImplementsInterface(USlimableInterface::StaticClass()))
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{
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ISlimableInterface::Execute_OnUnslimed(this->AttachedActor2);
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}
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this->AttachedActor1 = nullptr;
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this->AttachedActor2 = nullptr;
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this->bIsActivated = false;
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}
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// // Called every frame
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// void UStickySlimeComponent::TickComponent(float DeltaTime, ELevelTick TickType,
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// FActorComponentTickFunction* ThisTickFunction)
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// {
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// Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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//
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// // ...
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// }
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