Added HoldToInitCombat Actor Component for Manual Combat Init
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				| @ -77,6 +77,7 @@ DoubleClickTime=0.200000 | ||||
| +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) | ||||
| +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) | ||||
| +ActionMappings=(ActionName="Interact",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E) | ||||
| +ActionMappings=(ActionName="RightClick",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton) | ||||
| +AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY) | ||||
| +AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY) | ||||
| +AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY) | ||||
|  | ||||
							
								
								
									
										
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								Content/Blueprints/Combat_UI/CombatInit.uasset
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								Content/Blueprints/Combat_UI/CombatInit.uasset
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							| @ -0,0 +1,89 @@ | ||||
| // Fill out your copyright notice in the Description page of Project Settings.
 | ||||
| 
 | ||||
| 
 | ||||
| #include "HoldToInitCombat.h" | ||||
| #include "TurnBaseCombatV2.h" | ||||
| #include "Blueprint/UserWidget.h" | ||||
| 
 | ||||
| 
 | ||||
| // Sets default values for this component's properties
 | ||||
| UHoldToInitCombat::UHoldToInitCombat() | ||||
| { | ||||
| 	PrimaryComponentTick.bCanEverTick = true; | ||||
| 	if (InitCombatWidgetClass == nullptr) | ||||
| 	{ | ||||
| 		static ConstructorHelpers::FClassFinder<UUserWidget> HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/CombatInit")); | ||||
| 		InitCombatWidgetClass = HUDWidgetClass.Class; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| // Called when the game starts
 | ||||
| void UHoldToInitCombat::BeginPlay() | ||||
| { | ||||
| 	Super::BeginPlay(); | ||||
| 	InitCombatWidget = CreateWidget<UUserWidget>(GetWorld(), InitCombatWidgetClass); | ||||
| 
 | ||||
| 	UInputComponent* playerInputComponent = GetWorld()->GetFirstPlayerController()->InputComponent; | ||||
| 	//Bind Right Mouse Button to the function OnRightClickDown
 | ||||
| 	playerInputComponent->BindAction("RightClick", IE_Pressed, this, &UHoldToInitCombat::OnRightClickDown); | ||||
| 	//Bind Right Mouse Button to the function OnRightClickUp
 | ||||
| 	playerInputComponent->BindAction("RightClick", IE_Released, this, &UHoldToInitCombat::OnRightClickUp); | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| // Called every frame
 | ||||
| void UHoldToInitCombat::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) | ||||
| { | ||||
| 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction); | ||||
| 
 | ||||
| 	//If the player is holding down the right mouse button for 3 seconds, then the player will enter combat mode
 | ||||
| 	if (bRightClickDown && RightClickDownTime < 3.0f) | ||||
| 	{ | ||||
| 		RightClickDownTime += DeltaTime; | ||||
| 	} | ||||
| 	else if (bRightClickDown && RightClickDownTime >= 3.0f) | ||||
| 	{ | ||||
| 		//Enter Combat Mode
 | ||||
| 		Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->StartCombat(TargetEnemy); | ||||
| 		OnRightClickUp(); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void UHoldToInitCombat::OnRightClickDown() | ||||
| { | ||||
| 	if (AActor* RightClickHit = LookingAtEnemy(); RightClickHit != nullptr) | ||||
| 	{ | ||||
| 		TargetEnemy = RightClickHit; | ||||
| 		bRightClickDown = true; | ||||
| 		InitCombatWidget->AddToViewport(); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void UHoldToInitCombat::OnRightClickUp() | ||||
| { | ||||
| 	bRightClickDown = false; | ||||
| 	RightClickDownTime = 0.0f; | ||||
| 	if (InitCombatWidget->IsInViewport()) | ||||
| 	{ | ||||
| 		InitCombatWidget->RemoveFromViewport(); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| AActor* UHoldToInitCombat::LookingAtEnemy() const | ||||
| { | ||||
| 	FVector Start = GetOwner()->GetActorLocation(); | ||||
| 	FVector End = GetOwner()->GetActorForwardVector() * 3000.0f + Start; | ||||
| 	FCollisionQueryParams CollisionParams; | ||||
| 	CollisionParams.AddIgnoredActor(GetOwner()); | ||||
| 	if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams)) | ||||
| 	{ | ||||
| 		DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f); | ||||
| 		if (HitResult.GetActor()->Tags.Contains("Enemy")) | ||||
| 		{ | ||||
| 			return HitResult.GetActor(); | ||||
| 		} | ||||
| 	} | ||||
| 	DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f); | ||||
| 	return nullptr; | ||||
| } | ||||
| @ -0,0 +1,40 @@ | ||||
| // Fill out your copyright notice in the Description page of Project Settings.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include "CoreMinimal.h" | ||||
| #include "Components/ActorComponent.h" | ||||
| #include "HoldToInitCombat.generated.h" | ||||
| 
 | ||||
| 
 | ||||
| UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) | ||||
| class THE_TWILIGHT_ABYSS_API UHoldToInitCombat : public UActorComponent | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
| 
 | ||||
| public: | ||||
| 	// Sets default values for this component's properties
 | ||||
| 	UHoldToInitCombat(); | ||||
| 	UPROPERTY() | ||||
| 	UUserWidget* InitCombatWidget; | ||||
| 	UPROPERTY() | ||||
| 	TSubclassOf<UUserWidget> InitCombatWidgetClass; | ||||
| 
 | ||||
| protected: | ||||
| 	// Called when the game starts
 | ||||
| 	virtual void BeginPlay() override; | ||||
| 
 | ||||
| public: | ||||
| 	// Called every frame
 | ||||
| 	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; | ||||
| 
 | ||||
| private: | ||||
| 	void OnRightClickDown(); | ||||
| 	void OnRightClickUp(); | ||||
| 	bool bRightClickDown = false; | ||||
| 	float RightClickDownTime = 0.0f; | ||||
| 	 | ||||
| 	UFUNCTION() | ||||
| 	AActor* LookingAtEnemy() const; | ||||
| 	AActor* TargetEnemy = nullptr; | ||||
| }; | ||||
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