diff --git a/Content/Blueprints/Combat_UI/CombatCharacter.uasset b/Content/Blueprints/Combat_UI/CombatCharacter.uasset index 63f0701..22cf9d1 100644 --- a/Content/Blueprints/Combat_UI/CombatCharacter.uasset +++ b/Content/Blueprints/Combat_UI/CombatCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:caba9de4a0185fcc2286f3b634c71776d4afbbebf093c7458497222e2a72ebe6 -size 286138 +oid sha256:040ad16d5ea509f7406b12202eabba0584643068766b220c02cf576914b3ce53 +size 293489 diff --git a/Content/Blueprints/Combat_UI/CombatInit.uasset b/Content/Blueprints/Combat_UI/CombatInit.uasset index 9d7eec8..e19586f 100644 --- a/Content/Blueprints/Combat_UI/CombatInit.uasset +++ b/Content/Blueprints/Combat_UI/CombatInit.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a775d9f184f3cc994b611c19d229cb421849876734bf25b2c32a621203d348d2 -size 25308 +oid sha256:24e12c12c88c8ed38dbb3304d5fd371c12a80b25db90ff9eec94595a8f47237b +size 25600 diff --git a/Content/Blueprints/Game_UI/WBP_IntroText.uasset b/Content/Blueprints/Game_UI/WBP_IntroText.uasset index bf79aa3..2b8654c 100644 --- a/Content/Blueprints/Game_UI/WBP_IntroText.uasset +++ b/Content/Blueprints/Game_UI/WBP_IntroText.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:22ad98d617c0181a3120e010c40602a40a5cbd3c0de2b173b63b43b210d4740b -size 53873 +oid sha256:3cc43baddec6871f4c1bb41c5691ffbf868553d592ec8b3a8c6a5104935cef7c +size 54301 diff --git a/Content/Blueprints/Game_UI/WBP_Settings.uasset b/Content/Blueprints/Game_UI/WBP_Settings.uasset index 4ef232d..d88e881 100644 --- a/Content/Blueprints/Game_UI/WBP_Settings.uasset +++ b/Content/Blueprints/Game_UI/WBP_Settings.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8b74e92e00e4f7a7e9f887ee76d214d88327ecf27af26a8d596fef282620ff7a -size 99402 +oid sha256:e9d22376f2fb50636b331ed3f98ea67cfa493f50e8e7780b51cb447006bf4149 +size 106288 diff --git a/Content/Blueprints/Player/BP_MyTempCharacter.uasset b/Content/Blueprints/Player/BP_MyTempCharacter.uasset index 95b4b97..10d8726 100644 --- a/Content/Blueprints/Player/BP_MyTempCharacter.uasset +++ b/Content/Blueprints/Player/BP_MyTempCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bc094d1ec42e9e17af073c6002fed33412a2fc1fede3635a195079abb18e8b77 -size 192418 +oid sha256:9d51720d0155e24d8c1077f76154bfa2da1d0ee02448fb00c085b1f3685ff6ab +size 189646 diff --git a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp index d193e71..253ac18 100644 --- a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp +++ b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp @@ -142,6 +142,7 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom void UDialogueNPC::StartDialogue() { + Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->bIsInDialogue = true; bIsInDialogue = true; Quests.Empty(); BlueprintFunctions.Empty(); @@ -179,6 +180,7 @@ void UDialogueNPC::StartDialogue() void UDialogueNPC::EndDialogue() { + Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->bIsInDialogue = false; bIsInDialogue = false; TextAnimationTimerHandle.Invalidate(); DialogueWidgetInstance->RemoveFromParent(); diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h index 57e55b9..33b97bc 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h @@ -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 ImportantStatsSub; @@ -137,7 +140,6 @@ public: TSubclassOf CrossHairSub; private: - UPROPERTY() FHitResult OutHit; diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp index 9ad018c..69d3e2a 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp @@ -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(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(PlayerActor)->Controller->GetControlRotation()); FOutputDeviceNull AR; const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot")); this->GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true); diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp index 7370a2f..429bd01 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp @@ -359,7 +359,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) { const UStaticMeshComponent* GunComponent = Cast(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(PlayerActor)->Controller->GetControlRotation()); FOutputDeviceNull AR; const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot")); PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);