Implemented Exiting Hover Bike along with its UI
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							| @ -216,6 +216,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* | ||||
| 		//Interacting
 | ||||
| 		EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Interact); | ||||
| 		EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::HoldInteract); | ||||
| 		EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Canceled, this, &AEndlessVendettaCharacter::StoppedHoldingInteract); | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| @ -228,6 +229,7 @@ void AEndlessVendettaCharacter::Interact() | ||||
| 		Cast<UAC_PlayerDialogueInterpreter>(GetComponentByClass(UAC_PlayerDialogueInterpreter::StaticClass()))->NextDialogue(); | ||||
| 		return; | ||||
| 	} | ||||
| 	StartedHoldingInteract(1.f / HoldForInteractionDuration); | ||||
| 	if (PlayerOnShip) | ||||
| 	{ | ||||
| 		SpaceShip->PlayerInteracting(); | ||||
| @ -743,7 +745,12 @@ void AEndlessVendettaCharacter::UpdateInventorySize(int Cols, int Rows) | ||||
| 
 | ||||
| void AEndlessVendettaCharacter::HoldInteract() | ||||
| { | ||||
| 	if (PlayerOnShip || InPauseMenu) return; | ||||
| 	if (InPauseMenu) return; | ||||
| 	if (PlayerOnShip) | ||||
| 	{ | ||||
| 		ExitShip(GetActorTransform()); | ||||
| 		return; | ||||
| 	} | ||||
| 	FTransform TakeOffTransform = GetActorTransform(); | ||||
| 	FVector NewLoc = TakeOffTransform.GetLocation(); | ||||
| 	NewLoc.Z += BikeRideHeight; | ||||
|  | ||||
| @ -129,6 +129,7 @@ public: | ||||
| 	UPROPERTY(BlueprintReadWrite) | ||||
| 	bool bIsInDialogue = false; | ||||
| 
 | ||||
| 
 | ||||
| protected: | ||||
| 	virtual void BeginPlay() override; | ||||
| 	virtual void Tick(float DeltaTime) override; | ||||
| @ -228,7 +229,12 @@ protected: | ||||
| 	UPROPERTY(EditDefaultsOnly, Category = "Interaction") | ||||
| 	float InteractionRange = 250; | ||||
| 	void Interact(); | ||||
| 
 | ||||
| 	UPROPERTY(EditDefaultsOnly, Category = "Interaction") | ||||
| 	float HoldForInteractionDuration = 0.5f; | ||||
| 	UFUNCTION(BlueprintImplementableEvent) | ||||
| 	void StartedHoldingInteract(float Duration); | ||||
| 	UFUNCTION(BlueprintImplementableEvent) | ||||
| 	void StoppedHoldingInteract(); | ||||
| protected: | ||||
| 	// Used by vault it plugin to run vaulting animations
 | ||||
| 	USkeletalMeshComponent* FP_SkeletalMesh = nullptr; | ||||
|  | ||||
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