Updated TempCharacter for sneaking vignette effect
Added a Vignette effect when crouching
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Content/Levels/Top_layer_level.umap
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Content/Levels/Top_layer_level.umap
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@ -8,6 +8,7 @@
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#include "Components/CapsuleComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
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#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
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#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
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// CONSTRUCTOR
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// CONSTRUCTOR
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@ -20,6 +21,7 @@ ATempCharacter::ATempCharacter()
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GoldBalance = GoldBalance;
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GoldBalance = GoldBalance;
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Health = Health;
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Health = Health;
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this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
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this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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@ -29,6 +31,10 @@ void ATempCharacter::BeginPlay()
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Health = 100;
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Health = 100;
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ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
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ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
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PlayerCapsule = GetCapsuleComponent();
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PlayerCapsule = GetCapsuleComponent();
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TArray<AActor*> AllActorsInScene;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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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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@ -48,10 +54,12 @@ void ATempCharacter::Sneak()
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if (bIsCrouched)
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if (bIsCrouched)
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{
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{
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UnCrouch();
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UnCrouch();
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PostProcessVolume->Settings.VignetteIntensity = 0.0f;
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}
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}
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else
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else
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{
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{
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Crouch();
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Crouch();
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PostProcessVolume->Settings.VignetteIntensity = 0.8f;
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}
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}
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}
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}
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@ -183,7 +191,6 @@ void ATempCharacter::InputDisabler()
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OriginalCameraLocation = ThisCamera->GetComponentLocation();
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OriginalCameraLocation = ThisCamera->GetComponentLocation();
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OriginalCameraRotation = ThisCamera->GetComponentRotation();
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OriginalCameraRotation = ThisCamera->GetComponentRotation();
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OriginalCameraFOV = ThisCamera->FieldOfView;
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OriginalCameraFOV = ThisCamera->FieldOfView;
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//ulog the originalcameralocation value
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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}
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}
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}
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}
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@ -212,7 +219,6 @@ void ATempCharacter::InputEnabler()
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ThisCamera->SetWorldLocation(OriginalCameraLocation);
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ThisCamera->SetWorldLocation(OriginalCameraLocation);
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ThisCamera->SetWorldRotation(OriginalCameraRotation);
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ThisCamera->SetWorldRotation(OriginalCameraRotation);
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ThisCamera->FieldOfView = OriginalCameraFOV;
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ThisCamera->FieldOfView = OriginalCameraFOV;
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//ulog the originalcameralocation value
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
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}
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}
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}
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}
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@ -222,7 +228,7 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
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if(Item)
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if(Item)
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{
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{
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Item->Use(this);
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Item->Use(this);
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Item->OnUse(this); //Blueprint Version
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Item->OnUse(this); //OnUse is a Blueprint Version
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}
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}
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}
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}
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@ -7,6 +7,7 @@
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#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
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#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Engine/PostProcessVolume.h"
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#include "TempCharacter.generated.h"
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#include "TempCharacter.generated.h"
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UCLASS()
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UCLASS()
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@ -87,5 +88,5 @@ public:
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite)
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bool disableTab = false;
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bool disableTab = false;
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APostProcessVolume* PostProcessVolume;
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};
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};
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