Merge branch 'Tutorial-Checkpoints' into dev

# Conflicts:
#	EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
This commit is contained in:
Rafal Swierczek 2024-04-23 12:04:49 +01:00
commit 00612596d5
59 changed files with 195 additions and 25 deletions

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@ -107,6 +107,7 @@ bSkipMovies=False
+MapsToCook=(FilePath="/Game/Levels/OpenWorldRework")
+MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/MarketAreaEnemies")
+MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/PachinkoEnemies")
+MapsToCook=(FilePath="/Game/Levels/TempLevels/NewTutorialMap")
+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
+DirectoriesToAlwaysCook=(Path="/Interchange/Materials")

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@ -0,0 +1,18 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "WeaponDepositCheckpoint.h"
#include "EndlessVendetta/EndlessVendettaCharacter.h"
void AWeaponDepositCheckpoint::Interact()
{
if (!Active) return;
UE_LOG(LogTemp,Warning, TEXT("Sooooo ermmmmmm"));
AEndlessVendettaCharacter* Player = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
if (Player->bHasRifle) Player->EquipSecondary();
Player->bLockSecondary = true;
OpenElevatorDoor();
BroadcastCompletion();
}

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@ -0,0 +1,24 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EndlessVendetta/InteractionInterface.h"
#include "EndlessVendetta/BountySystem/CheckpointClass.h"
#include "WeaponDepositCheckpoint.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API AWeaponDepositCheckpoint : public ACheckpointClass, public IInteractionInterface
{
GENERATED_BODY()
protected:
void Interact() override;
UFUNCTION(BlueprintImplementableEvent)
void OpenElevatorDoor();
};

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@ -493,7 +493,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
void AEndlessVendettaCharacter::EquipSecondary()
{
if (bIsReloading) return;
if (bIsReloading || bLockSecondary) return;
if (!IsValid(SecondaryWeaponClass)) return;
if (PlayerOnShip || InPauseMenu) return;
FActorSpawnParameters spawnParams;

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@ -219,6 +219,8 @@ public:
AGadgetManager* GadgetManager;
bool bIsReloading = false;
bool bLockSecondary = false;
bool bIsPlayerMoving = false;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)