remove unused code and comments

This commit is contained in:
Caleb Buhungiro
2025-06-18 17:48:06 +08:00
parent 6d8fc727d2
commit accf4cce15
8 changed files with 16 additions and 46 deletions

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@@ -27,21 +27,6 @@ void ACCharacter::ClientSideInit()
CAbilitySystemComponent->InitAbilityActorInfo(this, this); CAbilitySystemComponent->InitAbilityActorInfo(this, this);
} }
void ACCharacter::BeginPlay()
{
Super::BeginPlay();
}
void ACCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ACCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
UAbilitySystemComponent* ACCharacter::GetAbilitySystemComponent() const UAbilitySystemComponent* ACCharacter::GetAbilitySystemComponent() const
{ {
return CAbilitySystemComponent; return CAbilitySystemComponent;

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@@ -6,9 +6,6 @@
#include "Animation/AnimInstance.h" #include "Animation/AnimInstance.h"
#include "CAnimInstance.generated.h" #include "CAnimInstance.generated.h"
/**
*
*/
UCLASS() UCLASS()
class CRUNCH_API UCAnimInstance : public UAnimInstance class CRUNCH_API UCAnimInstance : public UAnimInstance
{ {
@@ -42,12 +39,13 @@ public:
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe)) UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE float GetLookYawOffset() const { return LookRotOffset.Yaw; } FORCEINLINE float GetLookYawOffset() const { return LookRotOffset.Yaw; }
UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe)) UFUNCTION(BlueprintCallable, meta=(BlueprintThreadSafe))
FORCEINLINE float GetLookPitchOffset() const { return LookRotOffset.Pitch; } FORCEINLINE float GetLookPitchOffset() const { return LookRotOffset.Pitch; }
private: private:
UPROPERTY() UPROPERTY()
class ACharacter* OwnerCharacter; ACharacter* OwnerCharacter;
UPROPERTY() UPROPERTY()
class UCharacterMovementComponent* OwnerMovementComp; class UCharacterMovementComponent* OwnerMovementComp;
UPROPERTY() UPROPERTY()

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@@ -16,19 +16,12 @@ public:
ACCharacter(); ACCharacter();
void ServerSideInit(); void ServerSideInit();
void ClientSideInit(); void ClientSideInit();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
/********************************************************************************************/ /********************************************************************************************/
/* Gameplay Ability */ /* Gameplay Ability */
/********************************************************************************************/ /********************************************************************************************/
public: public:
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
private: private:
UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects") UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
class UCAbilitySystemComponent* CAbilitySystemComponent; class UCAbilitySystemComponent* CAbilitySystemComponent;

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@@ -48,5 +48,4 @@ private:
FVector GetLookRightDir() const; FVector GetLookRightDir() const;
FVector GetLookFwdDir() const; FVector GetLookFwdDir() const;
FVector GetMoveFwdDir() const; FVector GetMoveFwdDir() const;
}; };

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@@ -15,6 +15,7 @@ class CRUNCH_API UCAbilitySystemComponent : public UAbilitySystemComponent
public: public:
void ApplyInitialEffects(); void ApplyInitialEffects();
private: private:
UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects") UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
TArray<TSubclassOf<UGameplayEffect>> InitialEffects; TArray<TSubclassOf<UGameplayEffect>> InitialEffects;

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@@ -65,4 +65,3 @@ private:
UFUNCTION() UFUNCTION()
void OnRep_MaxMana(const FGameplayAttributeData& OldValue); void OnRep_MaxMana(const FGameplayAttributeData& OldValue);
}; };

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@@ -6,21 +6,16 @@
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "CPlayerController.generated.h" #include "CPlayerController.generated.h"
/**
*
*/
UCLASS() UCLASS()
class CRUNCH_API ACPlayerController : public APlayerController class CRUNCH_API ACPlayerController : public APlayerController
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
// Only called on the server
virtual void OnPossess(APawn* InPawn) override; virtual void OnPossess(APawn* InPawn) override;
// Only called on the client, also on the listening server
virtual void AcknowledgePossession(class APawn* P) override; virtual void AcknowledgePossession(class APawn* P) override;
private: private:
UPROPERTY() UPROPERTY()
class ACPlayerCharacter* CPlayerCharacter; class ACPlayerCharacter* CPlayerCharacter;
}; };