Updated Combat to Include Camera Shake on Shoot & Wall Break
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Content/Blueprints/Combat_UI/CMS_Shoot.uasset
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Content/Blueprints/Combat_UI/CMS_Shoot.uasset
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Content/Blueprints/Combat_UI/CMS_WallBreak.uasset
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Content/Blueprints/Combat_UI/CMS_WallBreak.uasset
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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/Levels/Testing/BreakableWall_BP.uasset
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Content/Levels/Testing/BreakableWall_BP.uasset
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@ -7,6 +7,7 @@
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#include "TurnBaseCombatV2.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Blueprint/UserWidget.h"
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#include "Misc/OutputDeviceNull.h"
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// Sets default values for this component's properties
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@ -68,6 +69,9 @@ void UHoldToInitCombat::OnClickDown()
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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").TransformPosition(FVector(-100, 0, 0));
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
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FOutputDeviceNull AR;
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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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}
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if (AActor* ClickHit = LookingAtEnemy(); ClickHit != nullptr)
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@ -10,6 +10,7 @@
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#include "Components/TextBlock.h"
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#include "Components/ProgressBar.h"
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#include "Kismet/GameplayStatics.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
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@ -240,6 +241,9 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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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").TransformPosition(FVector(-100, 0, 0));
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
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FOutputDeviceNull AR;
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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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}
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if (ChainDamageMultiplier == 1) BaseDamageMultiplier = 1;
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@ -7,17 +7,18 @@ public class the_twilight_abyss : ModuleRules
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public the_twilight_abyss(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Niagara", "AIModule", "Json" });
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PublicDependencyModuleNames.AddRange(new string[]
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{ "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Niagara", "AIModule", "Json" });
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PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore", "AdvancedWidgets" });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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}
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