Bugfix ALS Sprint not Triggering

This commit is contained in:
Philip W 2024-03-13 17:28:18 +00:00
parent 0cbfbd0625
commit cd9baf6858
6 changed files with 19 additions and 18 deletions

View File

@ -97,8 +97,8 @@ void AEndlessVendettaCharacter::BeginPlay()
}
InventoryComponent = Cast<UInventoryComponent>(GetComponentByClass(UInventoryComponent::StaticClass()));
WalkSpeed = CharacterMovement->MaxWalkSpeed;
OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed;
//WalkSpeed = CharacterMovement->MaxWalkSpeed;
//OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed;
CurrentStamina = MaxStamina;
CurrentHealth = DefaultHealth;
}
@ -134,7 +134,7 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime)
{
bIsPlayerSprinting = false;
CurrentStamina = 0.0f;
CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
//CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
}
}
}
@ -202,8 +202,8 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
//Moving
// EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
// EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
//Looking
// EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
@ -223,7 +223,7 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopGunRightClick);
//Weapon Reloading
EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunReload);
EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::GunReload);
//Crouching
EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::SetCrouch);
@ -635,6 +635,7 @@ void AEndlessVendettaCharacter::StopGunRightClick()
void AEndlessVendettaCharacter::GunReload()
{
if (bIsReloading) return;
if (InPauseMenu) return;
if (IsValid(PrimaryWeapon))
{
@ -681,7 +682,7 @@ void AEndlessVendettaCharacter::Sprint()
{
if (MoveGroundSpeed > 0)
{
CharacterMovement->MaxWalkSpeed = SprintSpeed;
//CharacterMovement->MaxWalkSpeed = SprintSpeed;
}
}
}
@ -692,7 +693,7 @@ void AEndlessVendettaCharacter::StopSprint()
if (!bIsPlayerSprinting)
{
UE_LOG(LogTemp, Display, TEXT("Player stopped sprinting"));
CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
//CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
}
}