Interaction between player and merchant works.
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parent
8ee792226c
commit
2c7a717617
@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:71972a686580a51b5e39734fdadcbead9cab44f70aa423b1c2e684eb5c64d855
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oid sha256:f4a37ec4a9d65f2b21c7e29d31fb9b9dd998e181aa264ca826aa1e6594da30ef
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size 23271
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size 23329
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@ -18,14 +18,12 @@ ATempCharacter::ATempCharacter()
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void ATempCharacter::BeginPlay()
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void ATempCharacter::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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}
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}
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//Binds the input we made in the setup player component to the forward vector
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//Binds the input we made in the setup player component to the forward vector
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void ATempCharacter::ForwardInput(float Axis)
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void ATempCharacter::ForwardInput(float Axis)
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{
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{
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AddMovementInput(GetActorForwardVector()* Axis);
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AddMovementInput(GetActorForwardVector()* Axis);
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}
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}
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//Binds the input we made in the setup player component to the right vector
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//Binds the input we made in the setup player component to the right vector
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@ -51,13 +49,6 @@ void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
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PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed); // custom keybind Interact
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed); // custom keybind Interact
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}
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}
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/*
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TODO:
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Make custom bool for pressed interact in trigger
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Make custom bool for when player enters the trigger its set to true
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Make if statement if both flags are true then dilouge box pops up
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*/
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void ATempCharacter::KeyPressed()
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void ATempCharacter::KeyPressed()
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{
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{
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//vars for LineTraceSingleByChannel
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//vars for LineTraceSingleByChannel
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@ -67,18 +58,19 @@ void ATempCharacter::KeyPressed()
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FVector End = Start + TraceDistance * GetActorForwardVector();
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FVector End = Start + TraceDistance * GetActorForwardVector();
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FCollisionQueryParams TraceParams;
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FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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TraceParams.AddIgnoredActor(this);
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bool bHit = GetWorld()->LineTraceSingleByChannel(Hit,Start,End,ECC_Visibility, TraceParams);
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bool bHit = GetWorld()->LineTraceSingleByChannel(Hit,Start,End,ECC_Visibility, TraceParams);
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if(bHit)
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if(bHit)
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{
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{
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if(Hit.GetActor()->ActorHasTag("MerchantTag"))
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{
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DrawDebugLine(GetWorld(),Start, End, FColor::Green, false, 1.0f);
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DrawDebugLine(GetWorld(),Start, End, FColor::Green, false, 1.0f);
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *Hit.GetActor()->GetName());
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *Hit.GetActor()->GetName());
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}
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}
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else
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{
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UE_LOG(LogTemp, Display, TEXT("BHIT IS FALSE"));
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}
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}
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}
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}
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@ -3,8 +3,6 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Engine/World.h"
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#include "DrawDebugHelpers.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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#include "TempCharacter.generated.h"
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#include "TempCharacter.generated.h"
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