Resolve #6: Migrate LumiCharacter to C++ #7
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// Copyright Team Lumi. All Rights Reserved.
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using UnrealBuildTool;
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public class WizardingCentralTarget : TargetRules
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{
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public WizardingCentralTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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ExtraModuleNames.AddRange(new[] { "WizardingCentral" });
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}
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}
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// Copyright Team Lumi. All Rights Reserved.
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#include "LumiCharacter.h"
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// Sets default values
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ALumiCharacter::ALumiCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ALumiCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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/*
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// Called every frame
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void ALumiCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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*/
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// Called to bind functionality to input
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void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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// Copyright Team Lumi. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "LumiCharacter.generated.h"
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UCLASS()
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class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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ALumiCharacter();
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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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public:
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// Called every frame
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// virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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};
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@@ -0,0 +1,5 @@
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// Copyright Team Lumi. All Rights Reserved.
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#include "LumiController.h"
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@@ -0,0 +1,17 @@
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// Copyright Sorcerers Shenanigans Central. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "LumiController.generated.h"
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/**
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*
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*/
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UCLASS()
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class WIZARDINGCENTRAL_API ALumiController : public APlayerController
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{
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GENERATED_BODY()
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};
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// Copyright Team Lumi. All Rights Reserved.
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using UnrealBuildTool;
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public class WizardingCentral : ModuleRules
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{
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public WizardingCentral(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"EnhancedInput"
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});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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@@ -0,0 +1,6 @@
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// Copyright Team Lumi. All Rights Reserved.
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#include "WizardingCentral.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, WizardingCentral, "WizardingCentral" );
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@@ -0,0 +1,6 @@
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// Copyright Team Lumi. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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@@ -0,0 +1,14 @@
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// Copyright Team Lumi. All Rights Reserved.
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using UnrealBuildTool;
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public class WizardingCentralEditorTarget : TargetRules
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{
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public WizardingCentralEditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V4;
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ExtraModuleNames.AddRange(new[] { "WizardingCentral" });
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}
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}
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