Update Pistol for Projectile, VFX & SFX Relative to Crosshair
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@ -60,7 +60,7 @@
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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[/Script/EngineSettings.GameMapsSettings]
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[/Script/EngineSettings.GameMapsSettings]
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EditorStartupMap=/Game/Levels/MainMenuLevel.MainMenuLevel
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EditorStartupMap=/Game/Levels/AITest.AITest
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LocalMapOptions=
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LocalMapOptions=
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TransitionMap=None
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TransitionMap=None
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bUseSplitscreen=True
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bUseSplitscreen=True
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BIN
EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacterSwat.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacterSwat.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/__ExternalActors__/Levels/AITest/B/8N/O8PP5KE5USY7FTAE75J65R.uasset
(Stored with Git LFS)
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EndlessVendetta/Content/__ExternalActors__/Levels/AITest/B/8N/O8PP5KE5USY7FTAE75J65R.uasset
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@ -179,7 +179,7 @@ void ABaseWeaponClass::Fire()
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f);
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WeaponFired.Broadcast();
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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currentAmmoCount -= 1;
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currentAmmoCount -= 1;
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GenerateRecoilVector();
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GenerateRecoilVector();
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@ -49,8 +49,6 @@ protected:
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void HideReloadingWidget();
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void HideReloadingWidget();
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public:
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public:
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// Called every frame
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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virtual void Tick(float DeltaTime) override;
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@ -185,6 +183,11 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void HideNeedReloadUI();
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void HideNeedReloadUI();
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWeaponFired);
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UPROPERTY(BlueprintAssignable, Category = "Weapons")
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FWeaponFired WeaponFired;
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protected:
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protected:
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UArrowComponent* GunStartArrow;
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UArrowComponent* GunStartArrow;
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bool bStopShooting = false;
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bool bStopShooting = false;
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