Updated GoatAI to Trigger Attack Animations
This commit is contained in:
parent
744b24c8c1
commit
9ecbd9c52d
BIN
Content/Animations/GoatAttack/GoatAttack.uasset
(Stored with Git LFS)
BIN
Content/Animations/GoatAttack/GoatAttack.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Animations/GoatAttack/GoatAttack_Anim.uasset
(Stored with Git LFS)
BIN
Content/Animations/GoatAttack/GoatAttack_Anim.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Animations/GoatAttack/GoatAttack_PhysicsAsset.uasset
(Stored with Git LFS)
BIN
Content/Animations/GoatAttack/GoatAttack_PhysicsAsset.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Animations/GoatAttack/GoatAttack_Skeleton.uasset
(Stored with Git LFS)
BIN
Content/Animations/GoatAttack/GoatAttack_Skeleton.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Animations/GoatWalking/GoatWalking.uasset
(Stored with Git LFS)
BIN
Content/Animations/GoatWalking/GoatWalking.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Assets/Characters/Merchant/AMerchant.uasset
(Stored with Git LFS)
BIN
Content/Assets/Characters/Merchant/AMerchant.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/BlueprintAI/AI/AIBruh.uasset
(Stored with Git LFS)
BIN
Content/BlueprintAI/AI/AIBruh.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Dialogue/SM_Merchant_Blueprint.uasset
(Stored with Git LFS)
BIN
Content/Dialogue/SM_Merchant_Blueprint.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Levels/Build.umap
(Stored with Git LFS)
BIN
Content/Levels/Build.umap
(Stored with Git LFS)
Binary file not shown.
@ -357,6 +357,9 @@ void ATurnBaseCombatV2::DamagePlayer(int Damage, FString DamageType)
|
||||
const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
|
||||
PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
|
||||
RedVignetteMaterialInstance->SetScalarParameterValue(FName("BlendWeight"), 1.0f);
|
||||
|
||||
const FString Command2 = FString::Printf(TEXT("TriggerAttackAnimation"));
|
||||
EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true);
|
||||
//Ends Combat if either the player or enemy is dead
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user