Bugfix Soft Lock when Combat is Initialised on Dialogue or Merchant
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@ -49,6 +49,7 @@ void UInteractNPC::Interact()
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{
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//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f);
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if (Cast<ATempCharacter>(GetOwner())->bShopKeeperText) return;
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if (Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->bIsInCombat) return;
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UDialogueNPC* DialogueNPC = HitResult.GetActor()->FindComponentByClass<UDialogueNPC>();
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if (DialogueNPC->bIsInDialogue)
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{
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@ -61,3 +62,22 @@ void UInteractNPC::Interact()
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}
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}
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void UInteractNPC::EndInteract()
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{
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FVector Start = Cast<UCameraComponent>(GetOwner()->FindComponentByClass<UCameraComponent>())->GetComponentLocation();
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FVector End = GetOwner()->GetActorForwardVector() * 300.0f + Start;
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FCollisionQueryParams CollisionParams;
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CollisionParams.AddIgnoredActor(GetOwner());
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if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams))
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{
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//UE_LOG(LogTemp, Warning, TEXT("Hit: %s"), *HitResult.GetActor()->GetName());
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if (HitResult.GetActor()->Tags.Contains("NPC"))
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{
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//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f);
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UDialogueNPC* DialogueNPC = HitResult.GetActor()->FindComponentByClass<UDialogueNPC>();
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DialogueNPC->EndDialogue();
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}
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//DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f);
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}
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}
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@ -26,4 +26,7 @@ public:
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UFUNCTION(BlueprintCallable)
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void Interact();
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UFUNCTION(BlueprintCallable)
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void EndInteract();
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};
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@ -114,6 +114,8 @@ void ATempCharacter::Tick(float DeltaTime)
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FVector WidgetLocation;
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FirstPlayerController->DeprojectMousePositionToWorld(WidgetLocation, VectorRotation);
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WidgetPointer->SetWorldLocationAndRotation(WidgetLocation, VectorRotation.Rotation().Quaternion());
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CrossHair->SetBrush(FSlateBrush());
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CrossHair->SetDesiredSizeOverride(FVector2D(5, 5));
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}
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else
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{
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@ -242,6 +244,28 @@ void ATempCharacter::LineTraceLogic()
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}
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}
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void ATempCharacter::ExitMerchant()
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{
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ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
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const float GlobalTrace = TraceDistance;
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const FVector Start = ThisCamera->GetComponentLocation();
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const FVector End = Start + GlobalTrace * ThisCamera->GetForwardVector();
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FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Pawn, TraceParams);
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if (bHit)
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{
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if (OutHit.GetActor() == nullptr) return;
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if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
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{
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if (MyInteractable->ShopDialogWidget->IsVisible())
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{
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MyInteractable->ExitScreen();
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}
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}
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}
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}
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void ATempCharacter::AddToInventory()
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{
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if (OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
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@ -56,7 +56,6 @@ public:
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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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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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@ -70,6 +69,9 @@ public:
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void LineTraceLogic();
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UFUNCTION(BlueprintCallable)
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void ExitMerchant();
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UPROPERTY()
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class UPawnNoiseEmitterComponent* NoiseEmitter;
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@ -12,6 +12,7 @@
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Misc/OutputDeviceNull.h"
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#include "the_twilight_abyss/Dialogue/InteractNPC.h"
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#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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#include "the_twilight_abyss/Quest/QuestSystem.h"
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@ -57,6 +58,15 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden);
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HealingJellyAmountTextBlock->SetText(FText::FromString(FString::FromInt(FMath::Clamp(Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0), 0, 99))));
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if (Cast<ATempCharacter>(PlayerActor)->bIsInDialogue)
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{
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Cast<UInteractNPC>(PlayerActor->GetComponentByClass(UInteractNPC::StaticClass()))->EndInteract();
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}
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if (Cast<ATempCharacter>(PlayerActor)->bShopKeeperText)
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{
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Cast<ATempCharacter>(PlayerActor)->ExitMerchant();
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}
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FOutputDeviceNull AR;
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const FString Command = FString::Printf(TEXT("CloseInventory"));
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PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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