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