Update Pistol for Projectile, VFX & SFX Relative to Crosshair
This commit is contained in:
parent
80eec7267c
commit
c392ebc5c3
@ -60,7 +60,7 @@
|
|||||||
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
|
||||||
|
|
||||||
[/Script/EngineSettings.GameMapsSettings]
|
[/Script/EngineSettings.GameMapsSettings]
|
||||||
EditorStartupMap=/Game/Levels/MainMenuLevel.MainMenuLevel
|
EditorStartupMap=/Game/Levels/AITest.AITest
|
||||||
LocalMapOptions=
|
LocalMapOptions=
|
||||||
TransitionMap=None
|
TransitionMap=None
|
||||||
bUseSplitscreen=True
|
bUseSplitscreen=True
|
||||||
|
BIN
EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacterSwat.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacterSwat.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/__ExternalActors__/Levels/AITest/B/8N/O8PP5KE5USY7FTAE75J65R.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/__ExternalActors__/Levels/AITest/B/8N/O8PP5KE5USY7FTAE75J65R.uasset
(Stored with Git LFS)
Binary file not shown.
@ -179,7 +179,7 @@ void ABaseWeaponClass::Fire()
|
|||||||
traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
|
traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
|
||||||
if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
|
if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
|
||||||
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
|
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
|
||||||
DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f);
|
WeaponFired.Broadcast();
|
||||||
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
|
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
|
||||||
currentAmmoCount -= 1;
|
currentAmmoCount -= 1;
|
||||||
GenerateRecoilVector();
|
GenerateRecoilVector();
|
||||||
|
@ -27,7 +27,7 @@ protected:
|
|||||||
virtual void BeginPlay() override;
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
virtual void ApplyRecoil(float DeltaTime);
|
virtual void ApplyRecoil(float DeltaTime);
|
||||||
|
|
||||||
void GenerateRecoilVector();
|
void GenerateRecoilVector();
|
||||||
|
|
||||||
void nullSamples();
|
void nullSamples();
|
||||||
@ -45,22 +45,20 @@ protected:
|
|||||||
|
|
||||||
UFUNCTION(BlueprintImplementableEvent)
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
void ShowReloadingWidget();
|
void ShowReloadingWidget();
|
||||||
|
|
||||||
UFUNCTION(BlueprintImplementableEvent)
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
void HideReloadingWidget();
|
void HideReloadingWidget();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Called every frame
|
// Called every frame
|
||||||
virtual void Tick(float DeltaTime) override;
|
virtual void Tick(float DeltaTime) override;
|
||||||
void ReloadTimer();
|
void ReloadTimer();
|
||||||
|
|
||||||
float currentPitch;
|
float currentPitch;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere)
|
UPROPERTY(EditAnywhere)
|
||||||
float BulletDistance;
|
float BulletDistance;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
FString WeaponName;
|
FString WeaponName;
|
||||||
|
|
||||||
@ -111,9 +109,9 @@ public:
|
|||||||
|
|
||||||
UPROPERTY(VisibleAnywhere)
|
UPROPERTY(VisibleAnywhere)
|
||||||
ACharacter* playerInWorld;
|
ACharacter* playerInWorld;
|
||||||
|
|
||||||
AEndlessVendettaCharacter* endlessVendettaChar;
|
AEndlessVendettaCharacter* endlessVendettaChar;
|
||||||
|
|
||||||
APlayerController* playerControllerRef;
|
APlayerController* playerControllerRef;
|
||||||
|
|
||||||
FTimerHandle timerHandle;
|
FTimerHandle timerHandle;
|
||||||
@ -169,7 +167,7 @@ public:
|
|||||||
|
|
||||||
void Interact() override;
|
void Interact() override;
|
||||||
|
|
||||||
void InteractPrompt() override;
|
void InteractPrompt() override;
|
||||||
|
|
||||||
UFUNCTION(BlueprintImplementableEvent)
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
void WeaponStatsPopUp();
|
void WeaponStatsPopUp();
|
||||||
@ -185,6 +183,11 @@ public:
|
|||||||
UFUNCTION(BlueprintImplementableEvent)
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
void HideNeedReloadUI();
|
void HideNeedReloadUI();
|
||||||
|
|
||||||
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWeaponFired);
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintAssignable, Category = "Weapons")
|
||||||
|
FWeaponFired WeaponFired;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
UArrowComponent* GunStartArrow;
|
UArrowComponent* GunStartArrow;
|
||||||
bool bStopShooting = false;
|
bool bStopShooting = false;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user