Updated Interaction.cpp
Optimized some functions and variables by storing them in beginplay
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:ebb8b1c4142831775542c0bcb3400dc138a3360ffe820dd74cd460af4b914a53
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size 26504
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oid sha256:5efb970894cb114a37a45fac46558718d0fa4bfed2b9900eebd2a752fc71d021
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size 26607
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@ -22,7 +22,10 @@ AInteraction::AInteraction()
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void AInteraction::BeginPlay()
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{
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Super::BeginPlay();
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TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
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MainCamera = Cast<UCameraComponent>(TempCharacter->FindComponentByClass<UCameraComponent>());
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TargetHealingLocation = HealingItem->GetActorLocation();
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TargetBuffLocation = BuffItem->GetActorLocation();
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}
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// Called every frame
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@ -80,8 +83,6 @@ void AInteraction::RemoveWidget()
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void AInteraction::CameraLeftMover()
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{
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UE_LOG(LogTemp, Display, TEXT("Button Left is being pressed"));
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TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
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MainCamera = Cast<UCameraComponent>(TempCharacter->FindComponentByClass<UCameraComponent>());
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if (TempCharacter == nullptr)
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{
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UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
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@ -90,16 +91,15 @@ void AInteraction::CameraLeftMover()
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else
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{
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UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp"));
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if (MainCamera == nullptr)
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if (MainCamera == nullptr || HealingItem == nullptr)
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{
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UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp"));
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return;
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}
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else
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{
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FVector TargetLocation = FVector(5700,-1270,4040);
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FVector CameraLocation = MainCamera->GetComponentLocation();
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FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation);
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CameraLocation = MainCamera->GetComponentLocation();
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FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetHealingLocation);
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MainCamera->SetWorldRotation(CameraRotation);
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MainCamera->SetFieldOfView(40);
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}
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@ -109,8 +109,6 @@ void AInteraction::CameraLeftMover()
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void AInteraction::CameraRightMover()
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{
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UE_LOG(LogTemp, Display, TEXT("Button Right is being pressed"));
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TempCharacter = GetWorld()->GetFirstPlayerController()->GetCharacter();
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MainCamera = Cast<UCameraComponent>(TempCharacter->FindComponentByClass<UCameraComponent>());
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if (TempCharacter == nullptr)
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{
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UE_LOG(LogTemp, Display, TEXT("Character not found in Interaction.cpp"));
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@ -119,16 +117,15 @@ void AInteraction::CameraRightMover()
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else
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{
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UE_LOG(LogTemp, Display, TEXT("Character Found in interaction.cpp"));
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if (MainCamera == nullptr)
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if (MainCamera == nullptr || BuffItem == nullptr)
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{
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UE_LOG(LogTemp, Display, TEXT("Camera not found in Interaction.cpp"));
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return;
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}
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else
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{
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FVector TargetLocation = FVector(5260, -840, 4070);
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FVector CameraLocation = MainCamera->GetComponentLocation();
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FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetLocation);
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CameraLocation = MainCamera->GetComponentLocation();
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FRotator CameraRotation = UKismetMathLibrary::FindLookAtRotation(CameraLocation, TargetBuffLocation);
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MainCamera->SetWorldRotation(CameraRotation);
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MainCamera->SetFieldOfView(40);
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}
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@ -24,10 +24,10 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> ShopDialog;
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere, Category= "Widgets")
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TSubclassOf<UUserWidget> ItemSelector;
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virtual void OnInteract();
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@ -40,7 +40,7 @@ public:
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UPROPERTY()
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UUserWidget* ItemSelectorWidget;
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UPROPERTY(EditAnywhere)
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UPROPERTY(EditAnywhere, Category= "Widgets")
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float WaitTimer = 8.0f;
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UPROPERTY()
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@ -60,5 +60,17 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Player")
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ACharacter* TempCharacter;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Items")
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AActor* HealingItem;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Items")
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AActor* BuffItem;
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private:
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FVector TargetHealingLocation;
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FVector TargetBuffLocation;
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FVector CameraLocation;
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};
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@ -43,6 +43,8 @@ public:
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void InputDisabler();
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void LineTraceLogic();
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health")
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float Health;
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