Implemented Greasy Rick Checkpoints
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							| @ -20,7 +20,9 @@ void AWaypointActor::SetupWaypoint_Implementation(UTexture2D* Icon, const FStrin | ||||
| 	PlayersCam = Cast<UCameraComponent>(PlayerActor->GetComponentByClass(UCameraComponent::StaticClass())); | ||||
| 	ScalingMagnitude = (ScaleAtMaxDist - ScaleAtMinDist) / (MaxDist - MinDist); | ||||
| 	ScalingY_Intercept = ScaleAtMaxDist - (MaxDist * ScalingMagnitude); | ||||
|      | ||||
| 
 | ||||
| 	if (!SpawnMiniWaypoint) return; | ||||
| 	 | ||||
| 	MiniWaypoint = CreateWidget<UMiniWaypoint>(GetWorld(), MiniWaypointClass); | ||||
| 	MiniWaypoint->AddToViewport(0); | ||||
| 	MiniWaypoint->WorldLoc = this->GetActorLocation(); | ||||
| @ -37,11 +39,11 @@ void AWaypointActor::Tick(float DeltaTime) | ||||
| 	if (SightCheck()) | ||||
| 	{ | ||||
| 		UpdateVisibility(true); | ||||
| 		MiniWaypoint->UpdateVisibility(false); | ||||
| 		if (IsValid(MiniWaypoint)) MiniWaypoint->UpdateVisibility(false); | ||||
| 		return; | ||||
| 	} | ||||
| 	UpdateVisibility(false); | ||||
| 	MiniWaypoint->UpdateVisibility(true); | ||||
| 	if (IsValid(MiniWaypoint)) MiniWaypoint->UpdateVisibility(true); | ||||
| } | ||||
| 
 | ||||
| bool AWaypointActor::SightCheck() | ||||
|  | ||||
| @ -52,11 +52,14 @@ protected: | ||||
| public: | ||||
| 	// Sets default values for this actor's properties
 | ||||
|     AWaypointActor(); | ||||
| 
 | ||||
| 	UPROPERTY(BlueprintReadWrite) | ||||
| 	bool SpawnMiniWaypoint = true; | ||||
| 	 | ||||
| 	// Called every frame
 | ||||
| 	virtual void Tick(float DeltaTime) override; | ||||
| 
 | ||||
| 	UFUNCTION(BlueprintNativeEvent) | ||||
| 	UFUNCTION(BlueprintNativeEvent, BlueprintCallable) | ||||
| 	void SetupWaypoint(UTexture2D* Icon, const FString& Desc); | ||||
| 
 | ||||
| }; | ||||
|  | ||||
| @ -20,7 +20,7 @@ class ENDLESSVENDETTA_API UAC_Dialogue : public UActorComponent | ||||
| public: | ||||
| 	void Interact() const; | ||||
| 
 | ||||
| 	UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Dialogue") | ||||
| 	UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Dialogue") | ||||
| 	UDialogueTree* DialogueTree; | ||||
| }; | ||||
| 
 | ||||
|  | ||||
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