Updated Interaction,TempCharacter to cleanup
I cleaned up and removed unused functions in both interaction and tempcharacter scripts.
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Content/Blueprints/BP_Interaction.uasset
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BIN
Content/Blueprints/BP_Interaction.uasset
(Stored with Git LFS)
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@ -12,7 +12,6 @@ AInteraction::AInteraction()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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WidgetBase = CreateDefaultSubobject<UWidgetComponent>(TEXT("Widget Base Class"));
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}
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// Called when the game starts or when spawned
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@ -31,7 +30,7 @@ void AInteraction::Tick(float DeltaTime)
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void AInteraction::OnInteract()
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{
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auto spawnedWidget = CreateWidget<UUserWidget>(GetWorld(), Widget);
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UUserWidget* spawnedWidget = CreateWidget<UUserWidget>(GetWorld(), Widget);
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spawnedWidget->AddToViewport(0);
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}
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@ -23,11 +23,9 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UPROPERTY(VisibleAnywhere)
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class UWidgetComponent* WidgetBase;
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UPROPERTY(EditAnywhere)
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TSubclassOf<UUserWidget> Widget;
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virtual void OnInteract();
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};
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@ -79,7 +79,6 @@ void ATempCharacter::LineTraceLogic()
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}
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if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
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{
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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MyInteractable->OnInteract();
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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87
Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp~
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87
Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp~
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@ -0,0 +1,87 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TempCharacter.h"
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#include "UObject/SoftObjectPath.h"
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#include "Dialogs/Dialogs.h"
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#include "Engine/GameViewportClient.h"
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#include "Blueprint/UserWidget.h"
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#include "../../../Plugins/Developer/RiderLink/Source/RD/thirdparty/clsocket/src/ActiveSocket.h"
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#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
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// CONSTRUCTOR
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ATempCharacter::ATempCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void ATempCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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//Binds the input we made in the setup player component to the forward vector
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void ATempCharacter::ForwardInput(float Axis)
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{
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AddMovementInput(GetActorForwardVector() * Axis);
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}
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//Binds the input we made in the setup player component to the right vector
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void ATempCharacter::RightMoveInput(float Axis)
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{
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AddMovementInput(GetActorRightVector() * Axis);
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}
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// Called every frame
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void ATempCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAxis(TEXT("Move Forward / Backward"), this, &ATempCharacter::ForwardInput);
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PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
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PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
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PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
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PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
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// custom keybind Interact
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}
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void ATempCharacter::KeyPressed()
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{
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LineTraceLogic();
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}
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void ATempCharacter::LineTraceLogic()
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{
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float GlobalTrace = TraceDistance;
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FHitResult OutHit;
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FVector Start = GetActorLocation();
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FVector End = Start + GlobalTrace * GetActorForwardVector();
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FCollisionQueryParams TraceParams;
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TraceParams.AddIgnoredActor(this);
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bool bHit = GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, TraceParams);
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if (bHit)
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{
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if(OutHit.GetActor() == nullptr)
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{
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return;
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}
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if (AInteraction* MyInteractable = Cast<AInteraction>(OutHit.GetActor()))
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{
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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MyInteractable->OnInteract();
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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}
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}
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}
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