Add MVP wildlife audio hooks
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@@ -9,6 +9,8 @@
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#include "AgrarianWildlifeBase.generated.h"
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class AAgrarianGameCharacter;
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class UAudioComponent;
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class USoundBase;
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class UStaticMeshComponent;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAgrarianWildlifeStateChangedSignature, EAgrarianWildlifeState, NewState);
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@@ -46,6 +48,9 @@ public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Wildlife|Visuals")
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TObjectPtr<UStaticMeshComponent> WildlifeTailProxy;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Wildlife|Audio")
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TObjectPtr<UAudioComponent> WildlifeAudioComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife")
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FName WildlifeId = TEXT("wildlife");
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@@ -109,6 +114,18 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Agrarian|Wildlife|Harvest")
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bool bHarvested = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Audio")
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TObjectPtr<USoundBase> IdleWildlifeSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Audio")
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TObjectPtr<USoundBase> FleeWildlifeSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Audio")
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TObjectPtr<USoundBase> DeathWildlifeSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Audio")
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TObjectPtr<USoundBase> HarvestWildlifeSound;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Wildlife")
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bool IsAlive() const;
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@@ -131,6 +148,12 @@ protected:
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UFUNCTION()
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void OnRep_WildlifeState();
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UFUNCTION(NetMulticast, Unreliable)
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void MulticastPlayWildlifeStateSound(EAgrarianWildlifeState NewState);
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UFUNCTION(NetMulticast, Unreliable)
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void MulticastPlayWildlifeHarvestSound();
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bool ShouldRunServerThink(float DeltaSeconds);
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void ServerThink(float DeltaSeconds);
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void ChooseWanderTarget();
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@@ -146,6 +169,7 @@ protected:
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bool Harvest(AAgrarianGameCharacter* Interactor);
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void BroadcastHealthChanged();
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void BroadcastStateChanged();
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USoundBase* GetSoundForWildlifeState(EAgrarianWildlifeState State) const;
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UPROPERTY()
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FVector SpawnLocation = FVector::ZeroVector;
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