Update Combat Audio Automation for Timing Engine & Track Queue
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0b9791086e
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10938d7b8d
@ -77,11 +77,16 @@ void AAICharacter::SetupStimuliSourceComponent()
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void AAICharacter::OnDeath()
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{
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AAI_EnemyController* AIController = Cast<AAI_EnemyController>(GetController());
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if (UBlackboardComponent* Blackboard = AIController->GetBlackboardComponent(); Blackboard->GetValueAsBool("SeenWithHostilities"))
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UBlackboardComponent* Blackboard = AIController->GetBlackboardComponent();
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AEndlessVendettaCharacter* PlayerCharacter = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
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if (Blackboard->GetValueAsBool("SeenWithHostilities"))
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{
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AEndlessVendettaCharacter* PlayerCharacter = Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn());
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PlayerCharacter->DecrementSeenHostileCount();
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}
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if (Blackboard->GetValueAsBool("IsInvestigating"))
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{
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PlayerCharacter->DecrementBeingInvestigatedCount();
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}
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this->Tags.Add(FName("Dead"));
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//Ragdoll
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@ -18,6 +18,47 @@ UCombatAudioAutomation::UCombatAudioAutomation()
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}
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void UCombatAudioAutomation::InCombat()
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{
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bInCombat = true;
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AudioTrackQueue.Enqueue(EAudioTrack::CombatStart);
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AudioTrackQueue.Enqueue(EAudioTrack::CombatContinuous);
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}
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void UCombatAudioAutomation::OutOfCombat()
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{
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bInCombat = false;
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AudioTrackQueue.Enqueue(EAudioTrack::StopCombat);
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}
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void UCombatAudioAutomation::Investigated()
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{
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if (bInCombat) return;
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AudioTrackQueue.Enqueue(EAudioTrack::Investigated);
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}
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void UCombatAudioAutomation::NotBeingInvestigated()
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{
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if (bInCombat) return;
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AudioTrackQueue.Enqueue(EAudioTrack::StopStealth);
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}
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void UCombatAudioAutomation::InRestrictedArea()
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{
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if (bInCombat) return;
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bInRestrictedArea = true;
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AudioTrackQueue.Enqueue(EAudioTrack::Stealth1);
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AudioTrackQueue.Enqueue(EAudioTrack::Stealth2);
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AudioTrackQueue.Enqueue(EAudioTrack::Stealth3);
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}
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void UCombatAudioAutomation::NotInRestrictedArea()
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{
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if (bInCombat) return;
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bInRestrictedArea = false;
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AudioTrackQueue.Enqueue(EAudioTrack::StopStealth);
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}
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// Called when the game starts
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void UCombatAudioAutomation::BeginPlay()
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{
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@ -41,33 +82,69 @@ void UCombatAudioAutomation::BeginPlay()
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AudioComponent = UGameplayStatics::SpawnSound2D(GetWorld(), CombatContinuousTrack);
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AllAudioComponents.Add(AudioComponent);
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CombatContinuousTrackAudioComponent = AudioComponent;
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GetWorld()->GetTimerManager().SetTimer(AudioSyncTimer, this, &UCombatAudioAutomation::PlayQueued, 5.33333f, true, 1.0f);
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}
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void UCombatAudioAutomation::PlayQueued()
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{
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if (AudioTrackQueue.IsEmpty()) return;
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EAudioTrack AudioTrack;
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AudioTrackQueue.Dequeue(AudioTrack);
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switch (AudioTrack)
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{
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case EAudioTrack::Stealth1:
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StealthTracksAudioComponents[0]->Play();
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break;
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case EAudioTrack::Stealth2:
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StealthTracksAudioComponents[1]->Play();
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break;
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case EAudioTrack::Stealth3:
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StealthTracksAudioComponents[2]->Play();
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break;
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case EAudioTrack::Investigated:
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StealthTracksAudioComponents[0]->Stop();
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StealthTracksAudioComponents[1]->Stop();
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StealthTracksAudioComponents[2]->Stop();
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InvestigatedTrackAudioComponent->Play();
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break;
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case EAudioTrack::CombatStart:
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CombatStartTrackAudioComponent->Play();
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break;
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case EAudioTrack::CombatContinuous:
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CombatStartTrackAudioComponent->Stop();
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CombatContinuousTrackAudioComponent->Play();
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break;
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case EAudioTrack::StopStealth:
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for (UAudioComponent* AudioComponent : StealthTracksAudioComponents)
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{
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AudioComponent->Stop();
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}
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break;
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case EAudioTrack::StopInvestigated:
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InvestigatedTrackAudioComponent->Stop();
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break;
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case EAudioTrack::StopCombat:
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CombatStartTrackAudioComponent->Stop();
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CombatContinuousTrackAudioComponent->Stop();
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break;
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default:
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break;
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}
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}
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// Called every frame
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void UCombatAudioAutomation::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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void UCombatAudioAutomation::StartStealthTrack()
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{
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// Play the stealth tracks in order after the previous one has finished
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}
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void UCombatAudioAutomation::StartCombatTrack()
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{
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}
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void UCombatAudioAutomation::StartInvestigatedTrack()
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{
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}
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void UCombatAudioAutomation::StopTracks()
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{
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AudioTrackQueue.Empty();
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for (UAudioComponent* AudioComponent : AllAudioComponents)
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{
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AudioComponent->Stop();
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@ -6,6 +6,19 @@
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#include "Components/ActorComponent.h"
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#include "CombatAudioAutomation.generated.h"
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UENUM(BlueprintType)
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enum class EAudioTrack : uint8
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{
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Stealth1,
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Stealth2,
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Stealth3,
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Investigated,
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CombatStart,
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CombatContinuous,
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StopStealth,
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StopInvestigated,
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StopCombat,
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};
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class ENDLESSVENDETTA_API UCombatAudioAutomation : public UActorComponent
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@ -25,10 +38,27 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Audio")
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USoundBase* CombatContinuousTrack;
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UFUNCTION(BlueprintCallable)
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void InCombat();
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UFUNCTION(BlueprintCallable)
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void OutOfCombat();
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UFUNCTION(BlueprintCallable)
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void Investigated();
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UFUNCTION(BlueprintCallable)
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void NotBeingInvestigated();
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UFUNCTION(BlueprintCallable)
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void InRestrictedArea();
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UFUNCTION(BlueprintCallable)
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void NotInRestrictedArea();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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TQueue<EAudioTrack> AudioTrackQueue;
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UFUNCTION()
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void PlayQueued();
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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@ -40,8 +70,11 @@ private:
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UAudioComponent* CombatStartTrackAudioComponent;
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UAudioComponent* CombatContinuousTrackAudioComponent;
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void StartStealthTrack();
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void StartCombatTrack();
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void StartInvestigatedTrack();
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bool bInCombat = false;
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bool bInRestrictedArea = false;
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void StopTracks();
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UPROPERTY()
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FTimerHandle AudioSyncTimer;
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};
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@ -15,6 +15,7 @@
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#include "Inventory/InventoryComponent.h"
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#include "EndlessVendettaGameMode.h"
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#include "EVGameInstance.h"
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#include "AI/CombatAudioAutomation.h"
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#include "DialogueSystem/AC_Dialogue.h"
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@ -39,6 +40,7 @@ void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount()
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if (RestrictedBoundsCount > 0)
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{
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bIsInRestrictedArea = true;
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Cast<UCombatAudioAutomation>(GetComponentByClass(UCombatAudioAutomation::StaticClass()))->InRestrictedArea();
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RestrictedAreaStatusChanged.Broadcast(true);
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}
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}
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@ -49,6 +51,7 @@ void AEndlessVendettaCharacter::DecrementRestrictedBoundsCount()
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if (RestrictedBoundsCount <= 0)
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{
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bIsInRestrictedArea = false;
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Cast<UCombatAudioAutomation>(GetComponentByClass(UCombatAudioAutomation::StaticClass()))->NotInRestrictedArea();
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RestrictedAreaStatusChanged.Broadcast(false);
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}
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}
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@ -63,6 +66,7 @@ void AEndlessVendettaCharacter::IncrementSeenHostileCount()
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if (!bIsInCombat)
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{
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bIsInCombat = true;
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Cast<UCombatAudioAutomation>(GetComponentByClass(UCombatAudioAutomation::StaticClass()))->InCombat();
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}
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}
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@ -86,6 +90,7 @@ void AEndlessVendettaCharacter::IncrementBeingInvestigatedCount()
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if (!bIsBeingInvestigated)
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{
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bIsBeingInvestigated = true;
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Cast<UCombatAudioAutomation>(GetComponentByClass(UCombatAudioAutomation::StaticClass()))->Investigated();
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}
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}
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@ -95,6 +100,7 @@ void AEndlessVendettaCharacter::DecrementBeingInvestigatedCount()
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if (BeingInvestigatedCount <= 0)
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{
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bIsBeingInvestigated = false;
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Cast<UCombatAudioAutomation>(GetComponentByClass(UCombatAudioAutomation::StaticClass()))->NotBeingInvestigated();
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}
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}
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@ -237,6 +243,7 @@ void AEndlessVendettaCharacter::Heal(const float Amount)
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void AEndlessVendettaCharacter::NotInCombat()
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{
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bIsInCombat = false;
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Cast<UCombatAudioAutomation>(GetComponentByClass(UCombatAudioAutomation::StaticClass()))->OutOfCombat();
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}
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void AEndlessVendettaCharacter::WeaponPickUpSystem()
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