Merge pull request #10 from Games-Academy-Student-Work-22-23/Stealth-Mechanics-v1.0.2
Stealth mechanics v1.0.2
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76043108b1
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/BlueprintAI/AI/AIControllerBruh.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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Content/Levels/Testing/SneakMechanicTesting.umap
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Content/Levels/Testing/SneakMechanicTesting.umap
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@ -36,11 +36,13 @@ void ATempCharacter::BeginPlay()
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//MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH
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//MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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Enemy = TEXT("Enemy");
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Enemy = TEXT("Enemy");
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
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UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
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//stops crashing
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if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene")))
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{
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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}
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Ammo = TEXT("Ammo");
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Ammo = TEXT("Ammo");
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}
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}
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@ -61,14 +63,11 @@ 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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if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f;
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for (AActor* Actor : AIActors)
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for (AActor* Actor : AIActors)
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{
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{
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USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
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USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
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if (SphereComponent != nullptr)
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if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(40.0f); //default value
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{
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SphereComponent->SetSphereRadius(40.0f); //default value
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}
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}
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}
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}
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}
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else
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else
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@ -77,12 +76,9 @@ void ATempCharacter::Sneak()
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for (AActor* Actor : AIActors)
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for (AActor* Actor : AIActors)
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{
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{
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USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
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USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
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if (SphereComponent != nullptr)
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if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(15.0f);
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{
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SphereComponent->SetSphereRadius(15.0f);
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}
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}
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}
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PostProcessVolume->Settings.VignetteIntensity = 0.8f;
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if (PostProcessVolume != nullptr) 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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@ -140,7 +136,6 @@ void ATempCharacter::LineTraceLogic()
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}
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}
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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if(GoldBalance >= ItemArray->ItemCostPrice)
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if(GoldBalance >= ItemArray->ItemCostPrice)
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{
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{
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@ -150,10 +145,11 @@ void ATempCharacter::LineTraceLogic()
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}
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}
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if(GoldBalance <= 0)
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if(GoldBalance <= 0)
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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return;
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}
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}
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if(OutHit.GetActor()->ActorHasTag(Ammo))
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if(OutHit.GetActor()->ActorHasTag(Ammo))
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Ammo destroy func activated"));
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OutHit.GetActor()->Destroy();
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OutHit.GetActor()->Destroy();
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}
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}
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}
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}
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@ -163,7 +159,6 @@ void ATempCharacter::LineTraceLogic()
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{
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{
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if (MyInteractable->ShopDialogWidget->IsVisible())
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if (MyInteractable->ShopDialogWidget->IsVisible())
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{
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{
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UE_LOG(LogTemp, Display, TEXT("ShopKeeper text is visible"));
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bShopKeeperText = true;
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bShopKeeperText = true;
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return;
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return;
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}
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}
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@ -178,7 +173,6 @@ void ATempCharacter::LineTraceLogic()
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{
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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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MyInteractable->OnInteract();
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MyInteractable->OnInteract();
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UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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// While loop to check bisDisabled var until it changes to true
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// While loop to check bisDisabled var until it changes to true
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