Bugfix Soft Lock when Combat is Initialised on Dialogue or Merchant

This commit is contained in:
Philip W 2023-05-22 17:37:53 +01:00
parent ccb50a804e
commit 9c747a96c2
5 changed files with 60 additions and 1 deletions

View File

@ -49,6 +49,7 @@ void UInteractNPC::Interact()
{
//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f);
if (Cast<ATempCharacter>(GetOwner())->bShopKeeperText) return;
if (Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->bIsInCombat) return;
UDialogueNPC* DialogueNPC = HitResult.GetActor()->FindComponentByClass<UDialogueNPC>();
if (DialogueNPC->bIsInDialogue)
{
@ -61,3 +62,22 @@ void UInteractNPC::Interact()
}
}
void UInteractNPC::EndInteract()
{
FVector Start = Cast<UCameraComponent>(GetOwner()->FindComponentByClass<UCameraComponent>())->GetComponentLocation();
FVector End = GetOwner()->GetActorForwardVector() * 300.0f + Start;
FCollisionQueryParams CollisionParams;
CollisionParams.AddIgnoredActor(GetOwner());
if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams))
{
//UE_LOG(LogTemp, Warning, TEXT("Hit: %s"), *HitResult.GetActor()->GetName());
if (HitResult.GetActor()->Tags.Contains("NPC"))
{
//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f);
UDialogueNPC* DialogueNPC = HitResult.GetActor()->FindComponentByClass<UDialogueNPC>();
DialogueNPC->EndDialogue();
}
//DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f);
}
}

View File

@ -26,4 +26,7 @@ public:
UFUNCTION(BlueprintCallable)
void Interact();
UFUNCTION(BlueprintCallable)
void EndInteract();
};

View File

@ -114,6 +114,8 @@ void ATempCharacter::Tick(float DeltaTime)
FVector WidgetLocation;
FirstPlayerController->DeprojectMousePositionToWorld(WidgetLocation, VectorRotation);
WidgetPointer->SetWorldLocationAndRotation(WidgetLocation, VectorRotation.Rotation().Quaternion());
CrossHair->SetBrush(FSlateBrush());
CrossHair->SetDesiredSizeOverride(FVector2D(5, 5));
}
else
{
@ -242,6 +244,28 @@ void ATempCharacter::LineTraceLogic()
}
}
void ATempCharacter::ExitMerchant()
{
ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
const float GlobalTrace = TraceDistance;
const FVector Start = ThisCamera->GetComponentLocation();
const FVector End = Start + GlobalTrace * ThisCamera->GetForwardVector();
FCollisionQueryParams TraceParams;
TraceParams.AddIgnoredActor(this);
bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Pawn, TraceParams);
if (bHit)
{
if (OutHit.GetActor() == nullptr) return;
if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
{
if (MyInteractable->ShopDialogWidget->IsVisible())
{
MyInteractable->ExitScreen();
}
}
}
}
void ATempCharacter::AddToInventory()
{
if (OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())

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@ -56,7 +56,6 @@ 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;
@ -70,6 +69,9 @@ public:
void LineTraceLogic();
UFUNCTION(BlueprintCallable)
void ExitMerchant();
UPROPERTY()
class UPawnNoiseEmitterComponent* NoiseEmitter;

View File

@ -12,6 +12,7 @@
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "Misc/OutputDeviceNull.h"
#include "the_twilight_abyss/Dialogue/InteractNPC.h"
#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
#include "the_twilight_abyss/Quest/QuestSystem.h"
@ -57,6 +58,15 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden);
HealingJellyAmountTextBlock->SetText(FText::FromString(FString::FromInt(FMath::Clamp(Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0), 0, 99))));
if (Cast<ATempCharacter>(PlayerActor)->bIsInDialogue)
{
Cast<UInteractNPC>(PlayerActor->GetComponentByClass(UInteractNPC::StaticClass()))->EndInteract();
}
if (Cast<ATempCharacter>(PlayerActor)->bShopKeeperText)
{
Cast<ATempCharacter>(PlayerActor)->ExitMerchant();
}
FOutputDeviceNull AR;
const FString Command = FString::Printf(TEXT("CloseInventory"));
PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);