Updated TempCharacter for sneaking vignette effect

Added a Vignette effect when crouching
This commit is contained in:
MARCEL HARA 2023-02-06 15:55:12 +00:00
parent 5b4da1f02e
commit 36c18382a2
3 changed files with 13 additions and 6 deletions

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Content/Levels/Top_layer_level.umap (Stored with Git LFS)

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@ -8,6 +8,7 @@
#include "Components/CapsuleComponent.h" #include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
#include "the_twilight_abyss/MerchantInteraction/Interaction.h" #include "the_twilight_abyss/MerchantInteraction/Interaction.h"
#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
// CONSTRUCTOR // CONSTRUCTOR
@ -20,6 +21,7 @@ ATempCharacter::ATempCharacter()
GoldBalance = GoldBalance; GoldBalance = GoldBalance;
Health = Health; Health = Health;
this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true; this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned
@ -29,6 +31,10 @@ void ATempCharacter::BeginPlay()
Health = 100; Health = 100;
ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>()); ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
PlayerCapsule = GetCapsuleComponent(); PlayerCapsule = GetCapsuleComponent();
TArray<AActor*> AllActorsInScene;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
} }
//Binds the input we made in the setup player component to the forward vector //Binds the input we made in the setup player component to the forward vector
@ -48,10 +54,12 @@ void ATempCharacter::Sneak()
if (bIsCrouched) if (bIsCrouched)
{ {
UnCrouch(); UnCrouch();
PostProcessVolume->Settings.VignetteIntensity = 0.0f;
} }
else else
{ {
Crouch(); Crouch();
PostProcessVolume->Settings.VignetteIntensity = 0.8f;
} }
} }
@ -183,7 +191,6 @@ void ATempCharacter::InputDisabler()
OriginalCameraLocation = ThisCamera->GetComponentLocation(); OriginalCameraLocation = ThisCamera->GetComponentLocation();
OriginalCameraRotation = ThisCamera->GetComponentRotation(); OriginalCameraRotation = ThisCamera->GetComponentRotation();
OriginalCameraFOV = ThisCamera->FieldOfView; OriginalCameraFOV = ThisCamera->FieldOfView;
//ulog the originalcameralocation value
UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString()); UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
} }
} }
@ -212,7 +219,6 @@ void ATempCharacter::InputEnabler()
ThisCamera->SetWorldLocation(OriginalCameraLocation); ThisCamera->SetWorldLocation(OriginalCameraLocation);
ThisCamera->SetWorldRotation(OriginalCameraRotation); ThisCamera->SetWorldRotation(OriginalCameraRotation);
ThisCamera->FieldOfView = OriginalCameraFOV; ThisCamera->FieldOfView = OriginalCameraFOV;
//ulog the originalcameralocation value
UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString()); UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
} }
} }
@ -222,7 +228,7 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
if(Item) if(Item)
{ {
Item->Use(this); Item->Use(this);
Item->OnUse(this); //Blueprint Version Item->OnUse(this); //OnUse is a Blueprint Version
} }
} }

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@ -7,6 +7,7 @@
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h" #include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "Kismet/KismetMathLibrary.h" #include "Kismet/KismetMathLibrary.h"
#include "Engine/PostProcessVolume.h"
#include "TempCharacter.generated.h" #include "TempCharacter.generated.h"
UCLASS() UCLASS()
@ -87,5 +88,5 @@ public:
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
bool disableTab = false; bool disableTab = false;
APostProcessVolume* PostProcessVolume;
}; };