Updated Interaction,TempCharacter to cleanup
I cleaned up and removed unused functions in both interaction and tempcharacter scripts.
This commit is contained in:
		
							parent
							
								
									846b21e4e9
								
							
						
					
					
						commit
						d29bb501c7
					
				
							
								
								
									
										
											BIN
										
									
								
								Content/Blueprints/BP_Interaction.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Content/Blueprints/BP_Interaction.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
										
											Binary file not shown.
										
									
								
							@ -12,7 +12,6 @@ AInteraction::AInteraction()
 | 
				
			|||||||
{
 | 
					{
 | 
				
			||||||
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 | 
						// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 | 
				
			||||||
	PrimaryActorTick.bCanEverTick = true;
 | 
						PrimaryActorTick.bCanEverTick = true;
 | 
				
			||||||
	WidgetBase = CreateDefaultSubobject<UWidgetComponent>(TEXT("Widget Base Class"));
 | 
					 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Called when the game starts or when spawned
 | 
					// Called when the game starts or when spawned
 | 
				
			||||||
@ -31,7 +30,7 @@ void AInteraction::Tick(float DeltaTime)
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
void AInteraction::OnInteract()
 | 
					void AInteraction::OnInteract()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	auto spawnedWidget = CreateWidget<UUserWidget>(GetWorld(), Widget);
 | 
						UUserWidget* spawnedWidget = CreateWidget<UUserWidget>(GetWorld(), Widget);
 | 
				
			||||||
	spawnedWidget->AddToViewport(0);
 | 
						spawnedWidget->AddToViewport(0);
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
@ -22,12 +22,10 @@ protected:
 | 
				
			|||||||
public:
 | 
					public:
 | 
				
			||||||
	// Called every frame
 | 
						// Called every frame
 | 
				
			||||||
	virtual void Tick(float DeltaTime) override;
 | 
						virtual void Tick(float DeltaTime) override;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
	UPROPERTY(VisibleAnywhere)
 | 
					 | 
				
			||||||
	class UWidgetComponent* WidgetBase;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
	UPROPERTY(EditAnywhere)
 | 
						UPROPERTY(EditAnywhere)
 | 
				
			||||||
	TSubclassOf<UUserWidget> Widget;
 | 
						TSubclassOf<UUserWidget> Widget;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	virtual void OnInteract();
 | 
						virtual void OnInteract();
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
@ -79,7 +79,6 @@ void ATempCharacter::LineTraceLogic()
 | 
				
			|||||||
		}
 | 
							}
 | 
				
			||||||
		if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
 | 
							if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
 | 
				
			||||||
		{
 | 
							{
 | 
				
			||||||
			
 | 
					 | 
				
			||||||
			DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
 | 
								DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
 | 
				
			||||||
			MyInteractable->OnInteract();
 | 
								MyInteractable->OnInteract();
 | 
				
			||||||
			UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
 | 
								UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
 | 
				
			||||||
 | 
				
			|||||||
							
								
								
									
										87
									
								
								Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp~
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										87
									
								
								Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp~
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,87 @@
 | 
				
			|||||||
 | 
					// Fill out your copyright notice in the Description page of Project Settings.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include "TempCharacter.h"
 | 
				
			||||||
 | 
					#include "UObject/SoftObjectPath.h"
 | 
				
			||||||
 | 
					#include "Dialogs/Dialogs.h"
 | 
				
			||||||
 | 
					#include "Engine/GameViewportClient.h"
 | 
				
			||||||
 | 
					#include "Blueprint/UserWidget.h"
 | 
				
			||||||
 | 
					#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h"
 | 
				
			||||||
 | 
					#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// CONSTRUCTOR
 | 
				
			||||||
 | 
					ATempCharacter::ATempCharacter()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 | 
				
			||||||
 | 
						PrimaryActorTick.bCanEverTick = true;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Called when the game starts or when spawned
 | 
				
			||||||
 | 
					void ATempCharacter::BeginPlay()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						Super::BeginPlay();
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//Binds the input we made in the setup player component to the forward vector
 | 
				
			||||||
 | 
					void ATempCharacter::ForwardInput(float Axis)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						AddMovementInput(GetActorForwardVector() * Axis);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//Binds the input we made in the setup player component to the right vector
 | 
				
			||||||
 | 
					void ATempCharacter::RightMoveInput(float Axis)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						AddMovementInput(GetActorRightVector() * Axis);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Called every frame
 | 
				
			||||||
 | 
					void ATempCharacter::Tick(float DeltaTime)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						Super::Tick(DeltaTime);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Called to bind functionality to input
 | 
				
			||||||
 | 
					void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						Super::SetupPlayerInputComponent(PlayerInputComponent);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
 | 
				
			||||||
 | 
						PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
 | 
				
			||||||
 | 
						// custom keybind Interact
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void ATempCharacter::KeyPressed()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						LineTraceLogic();
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void ATempCharacter::LineTraceLogic()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						float GlobalTrace = TraceDistance;
 | 
				
			||||||
 | 
						FHitResult OutHit;
 | 
				
			||||||
 | 
						FVector Start = GetActorLocation();
 | 
				
			||||||
 | 
						FVector End = Start + GlobalTrace * GetActorForwardVector();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						FCollisionQueryParams TraceParams;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						TraceParams.AddIgnoredActor(this);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
 | 
				
			||||||
 | 
						if (bHit)
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							if(OutHit.GetActor() == nullptr)
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								return;
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
							if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
 | 
				
			||||||
 | 
								MyInteractable->OnInteract();
 | 
				
			||||||
 | 
								UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user