diff --git a/Content/Blueprints/Combat_UI/CombatCharacter.uasset b/Content/Blueprints/Combat_UI/CombatCharacter.uasset index 1bf0a8a..963ca34 100644 --- a/Content/Blueprints/Combat_UI/CombatCharacter.uasset +++ b/Content/Blueprints/Combat_UI/CombatCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8f66eb3eb1eaa1a58024f1991b62f89e67c76f1e90c731f37ad2c466920d53e0 -size 76230 +oid sha256:4bc0059d6237bd190e43bcbb12d3d0aea491b648bcff7fe4d7084b5e4f139bb8 +size 62850 diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp index dda2b0b..c934c6d 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp @@ -73,7 +73,7 @@ void UHoldToInitCombat::OnRightClickUp() AActor* UHoldToInitCombat::LookingAtEnemy() const { FVector Start = GetOwner()->GetActorLocation(); - FVector End = GetOwner()->GetActorForwardVector() * 3000.0f + Start; + FVector End = GetOwner()->GetActorForwardVector() * 1500.0f + Start; FCollisionQueryParams CollisionParams; CollisionParams.AddIgnoredActor(GetOwner()); if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams)) diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp index 6a565ef..aa2a25c 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp @@ -6,6 +6,7 @@ #include "Blueprint/UserWidget.h" #include "Components/TextBlock.h" #include "Components/ProgressBar.h" +#include "GameFramework/Character.h" #include "Kismet/GameplayStatics.h" // Sets default values @@ -32,6 +33,16 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy) PC->bEnableClickEvents = true; PC->bEnableMouseOverEvents = true; } + //Disable Character Movement + if (ACharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) + { + PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController()); + } + CurrentComboString = ""; + UpdateComboString(CurrentComboString); + RevertActionPoints(); + UpdateActionPoints(); + UpdateResourceBars(); } void ATurnBaseCombatV2::EndCombat() @@ -41,6 +52,11 @@ void ATurnBaseCombatV2::EndCombat() APawn* PlayerPawn = Cast(GetWorld()->GetFirstPlayerController()->GetPawn()); PlayerPawn->bUseControllerRotationYaw = true; PlayerPawn->bUseControllerRotationPitch = true; + //Enable Character Movement + if (ACharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) + { + PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController()); + } } void ATurnBaseCombatV2::FKeyPressed()