2022-11-10 11:52:10 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TempCharacter.h"
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2022-11-12 18:47:13 +00:00
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#include "UObject/SoftObjectPath.h"
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#include "Dialogs/Dialogs.h"
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#include "Engine/GameViewportClient.h"
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#include "Blueprint/UserWidget.h"
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2022-11-10 11:52:10 +00:00
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#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h"
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2022-11-10 16:38:38 +00:00
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2022-11-10 11:52:10 +00:00
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2022-11-10 12:57:31 +00:00
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// CONSTRUCTOR
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2022-11-10 11:52:10 +00:00
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ATempCharacter::ATempCharacter()
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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 ATempCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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2022-11-10 12:57:31 +00:00
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//Binds the input we made in the setup player component to the forward vector
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2022-11-10 11:52:10 +00:00
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void ATempCharacter::ForwardInput(float Axis)
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{
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AddMovementInput(GetActorForwardVector() * Axis);
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2022-11-10 11:52:10 +00:00
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}
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2022-11-10 12:57:31 +00:00
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//Binds the input we made in the setup player component to the right vector
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void ATempCharacter::RightMoveInput(float Axis)
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{
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AddMovementInput(GetActorRightVector() * Axis);
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2022-11-10 11:52:10 +00:00
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}
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2022-11-10 12:57:31 +00:00
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2022-11-10 11:52:10 +00:00
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// Called every frame
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void ATempCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
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PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
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PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
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PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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2022-11-11 22:21:10 +00:00
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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// custom keybind Interact
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}
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2022-11-11 20:21:44 +00:00
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void ATempCharacter::KeyPressed()
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{
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LineTraceLogic();
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}
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void ATempCharacter::LineTraceLogic()
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{
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float GlobalTrace = TraceDistance;
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FHitResult OutHit;
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FVector Start = GetActorLocation();
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FVector End = Start + GlobalTrace * GetActorForwardVector();
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2022-11-10 16:38:38 +00:00
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FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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2022-11-12 18:47:13 +00:00
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/*bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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if (bHit)
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{
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if (OutHit.GetActor()->ActorHasTag("MerchantTag"))
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{
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FStringClassReference WidgetRef(TEXT("WidgetBlueprint/Game/Merchant/BP_OPENDIAL.BP_OPENDIAL"));
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TSubclassOf<class UUserWidget> WidgetLoad = WidgetRef.TryLoadClass<UUserWidget>();
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UUserWidget* TestWidget = CreateWidget<UUserWidget>(this, WidgetLoad, FName(TEXT("MyWidget")));
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if(TestWidget)
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{
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TestWidget->AddToViewport(0);
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}
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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}
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}
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*/
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2022-11-11 23:33:37 +00:00
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2022-11-12 18:47:13 +00:00
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// In a constructor
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FStringClassReference MyWidgetClassRef(TEXT("/Game/Widgets/TestWidget.TestWidget_C"));
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// Get the widget class
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TSubclassOf<class UUserWidget> TestWidgetClass = MyWidgetClassRef.TryLoadClass<UUserWidget>();
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// ... then to display you widget do
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// Check if class was found
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if (TestWidgetClass )
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{
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// Create the widget
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UUserWidget* TestWidget= CreateWidget<UUserWidget>(this, TestWidgetClass, FName(TEXT("MyWidget")));
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// Check if widget was created
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if (TestWidget)
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{
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TestWidget->AddToViewport();
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}
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}
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// I GIVE UP LOL!
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2022-11-10 11:52:10 +00:00
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}
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