Bugfix Movement Not being Reenabled on Combat End
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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@ -73,7 +73,7 @@ void UHoldToInitCombat::OnRightClickUp()
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AActor* UHoldToInitCombat::LookingAtEnemy() const
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AActor* UHoldToInitCombat::LookingAtEnemy() const
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{
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{
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FVector Start = GetOwner()->GetActorLocation();
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FVector Start = GetOwner()->GetActorLocation();
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FVector End = GetOwner()->GetActorForwardVector() * 3000.0f + Start;
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FVector End = GetOwner()->GetActorForwardVector() * 1500.0f + Start;
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FCollisionQueryParams CollisionParams;
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FCollisionQueryParams CollisionParams;
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CollisionParams.AddIgnoredActor(GetOwner());
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CollisionParams.AddIgnoredActor(GetOwner());
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if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams))
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if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams))
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@ -6,6 +6,7 @@
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "Components/TextBlock.h"
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#include "Components/TextBlock.h"
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#include "Components/ProgressBar.h"
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#include "Components/ProgressBar.h"
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#include "GameFramework/Character.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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// Sets default values
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// Sets default values
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@ -32,6 +33,16 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
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PC->bEnableClickEvents = true;
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PC->bEnableClickEvents = true;
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PC->bEnableMouseOverEvents = true;
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PC->bEnableMouseOverEvents = true;
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}
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}
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//Disable Character Movement
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if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
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{
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PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController());
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}
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CurrentComboString = "";
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UpdateComboString(CurrentComboString);
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RevertActionPoints();
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UpdateActionPoints();
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UpdateResourceBars();
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}
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}
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void ATurnBaseCombatV2::EndCombat()
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void ATurnBaseCombatV2::EndCombat()
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@ -41,6 +52,11 @@ void ATurnBaseCombatV2::EndCombat()
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APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
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APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
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PlayerPawn->bUseControllerRotationYaw = true;
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PlayerPawn->bUseControllerRotationYaw = true;
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PlayerPawn->bUseControllerRotationPitch = true;
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PlayerPawn->bUseControllerRotationPitch = true;
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//Enable Character Movement
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if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
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{
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PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController());
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}
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}
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}
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void ATurnBaseCombatV2::FKeyPressed()
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void ATurnBaseCombatV2::FKeyPressed()
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