Bugfix Character Unable to Climb Stairs Consistently
This commit is contained in:
parent
bc98daea6f
commit
8108050bd6
BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Combat_UI/CombatInit.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Combat_UI/CombatInit.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Game_UI/WBP_IntroText.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Game_UI/WBP_IntroText.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Game_UI/WBP_Settings.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Game_UI/WBP_Settings.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Player/BP_MyTempCharacter.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Player/BP_MyTempCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
@ -142,6 +142,7 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom
|
||||
|
||||
void UDialogueNPC::StartDialogue()
|
||||
{
|
||||
Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->bIsInDialogue = true;
|
||||
bIsInDialogue = true;
|
||||
Quests.Empty();
|
||||
BlueprintFunctions.Empty();
|
||||
@ -179,6 +180,7 @@ void UDialogueNPC::StartDialogue()
|
||||
|
||||
void UDialogueNPC::EndDialogue()
|
||||
{
|
||||
Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->bIsInDialogue = false;
|
||||
bIsInDialogue = false;
|
||||
TextAnimationTimerHandle.Invalidate();
|
||||
DialogueWidgetInstance->RemoveFromParent();
|
||||
|
@ -21,6 +21,9 @@ public:
|
||||
ATempCharacter();
|
||||
void ResetWidgetPointer() const;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bIsInDialogue = false;
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
@ -45,8 +48,8 @@ public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true"))
|
||||
class UInventoryComponent* Inventory; //Using the InventoryComponent class
|
||||
|
||||
|
||||
|
||||
|
||||
// Called to bind functionality to input
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||
|
||||
@ -111,7 +114,7 @@ public:
|
||||
|
||||
UPROPERTY()
|
||||
UUserWidget* ImportantStatsWidget;
|
||||
|
||||
|
||||
UPROPERTY()
|
||||
UUserWidget* CrossHairWidget;
|
||||
|
||||
@ -123,7 +126,7 @@ public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
|
||||
UUserWidget* EscapeMenuWidget;
|
||||
|
||||
|
||||
UPROPERTY(EditAnywhere, Category= "Widgets")
|
||||
TSubclassOf<UUserWidget> ImportantStatsSub;
|
||||
|
||||
@ -137,7 +140,6 @@ public:
|
||||
TSubclassOf<UUserWidget> CrossHairSub;
|
||||
|
||||
private:
|
||||
|
||||
UPROPERTY()
|
||||
FHitResult OutHit;
|
||||
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Misc/OutputDeviceNull.h"
|
||||
#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
|
||||
|
||||
|
||||
// Sets default values for this component's properties
|
||||
@ -72,7 +73,7 @@ void UHoldToInitCombat::OnClickDown()
|
||||
const AActor* PlayerActor = GetWorld()->GetFirstPlayerController()->GetPawn();
|
||||
const UStaticMeshComponent* GunComponent = Cast<UStaticMeshComponent>(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]);
|
||||
const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").GetLocation();
|
||||
UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
|
||||
UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, Cast<ATempCharacter>(PlayerActor)->Controller->GetControlRotation());
|
||||
FOutputDeviceNull AR;
|
||||
const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
|
||||
this->GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
|
||||
|
@ -359,7 +359,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
|
||||
{
|
||||
const UStaticMeshComponent* GunComponent = Cast<UStaticMeshComponent>(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]);
|
||||
const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").GetLocation();
|
||||
UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
|
||||
UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, Cast<ATempCharacter>(PlayerActor)->Controller->GetControlRotation());
|
||||
FOutputDeviceNull AR;
|
||||
const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
|
||||
PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
|
||||
|
Loading…
Reference in New Issue
Block a user