Setup Pause Menu Input
This commit is contained in:
parent
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@ -8,14 +8,17 @@
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta.Target.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta.Target.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/DialogueSystem/DialogueRootNode.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/DialogueSystem/DialogueRootNode.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/DialogueSystem/DialogueTree.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/DialogueSystem/DialogueTree.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EndlessVendettaCharacter.h" afterDir="false" />
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</list>
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -28,10 +31,10 @@
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<component name="MarkdownSettingsMigration">
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<component name="MarkdownSettingsMigration">
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<option name="stateVersion" value="1" />
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<option name="stateVersion" value="1" />
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<component name="ProjectColorInfo"><![CDATA[{
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"associatedIndex": 7
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<component name="ProjectId" id="2bp7o8dmlHZgRsYmVepgy7lbmpM" />
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<component name="ProjectViewState">
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<component name="ProjectViewState">
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="hideEmptyMiddlePackages" value="true" />
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@ -42,7 +45,7 @@
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"C++ Project.EndlessVendetta.executor": "Run",
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"C++ Project.EndlessVendetta.executor": "Run",
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"RunOnceActivity.OpenProjectViewOnStart": "true",
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"RunOnceActivity.OpenProjectViewOnStart": "true",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"git-widget-placeholder": "TempBuildSetup",
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"git-widget-placeholder": "PauseMenu",
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"ignore.virus.scanning.warn.message": "true",
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"ignore.virus.scanning.warn.message": "true",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.tslint": "true",
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"node.js.detected.package.tslint": "true",
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@ -131,6 +134,7 @@
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<option name="presentableId" value="Default" />
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<option name="presentableId" value="Default" />
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<updated>1706900339638</updated>
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<updated>1706900339638</updated>
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<workItem from="1706900342753" duration="2652000" />
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<workItem from="1706900342753" duration="2652000" />
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<workItem from="1706972179014" duration="2867000" />
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</task>
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</task>
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<servers />
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<servers />
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</component>
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</component>
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_PauseMenu.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_PauseMenu.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/Levels/MainMenuLevel.umap
(Stored with Git LFS)
BIN
EndlessVendetta/Content/Levels/MainMenuLevel.umap
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
(Stored with Git LFS)
Binary file not shown.
@ -188,10 +188,10 @@ void ABountyDirector::BuyEnemyRadio()
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void ABountyDirector::BuyFavours()
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void ABountyDirector::BuyFavours()
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{
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{
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if (PlayerChar->Money < FavourCost) return;
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// if (PlayerChar->Money < FavourCost) return;
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PlayerChar->Money -= FavourCost;
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// PlayerChar->Money -= FavourCost;
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Favours++;
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// Favours++;
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PC_Display->UpdateFavourCount(Favours);
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// PC_Display->UpdateFavourCount(Favours);
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}
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}
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// ----------- PC Display ---------------
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// ----------- PC Display ---------------
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@ -3,6 +3,7 @@
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#include "BountyHunterCharacter.h"
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#include "BountyHunterCharacter.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "EnhancedInputComponent.h"
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void ABountyHunterCharacter::SpawnMainBounty()
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void ABountyHunterCharacter::SpawnMainBounty()
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{
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{
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@ -52,8 +53,34 @@ void ABountyHunterCharacter::BeginPlay()
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Super::BeginPlay();
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Super::BeginPlay();
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}
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}
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void ABountyHunterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
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{
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EnhancedInputComponent->BindAction(PauseMenuAction, ETriggerEvent::Started, this, &ABountyHunterCharacter::TogglePauseMenu);
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}
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UE_LOG(LogTemp, Warning, TEXT("Setup player input on bounty hunter character"));
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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void ABountyHunterCharacter::TogglePauseMenu()
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{
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bool bOpenNewPauseMenu = !IsValid(PauseMenu);
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FInputModeUIOnly UIOnly;
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FInputModeGameOnly GameOnly;
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APlayerController* PC = Cast<APlayerController>(GetController());
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InPauseMenu = bOpenNewPauseMenu;
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PC->SetIgnoreMoveInput(bOpenNewPauseMenu);
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PC->SetIgnoreLookInput(bOpenNewPauseMenu);
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PC->SetShowMouseCursor(bOpenNewPauseMenu);
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PauseMenu = bOpenNewPauseMenu ? CreateWidget<UPauseMenuClass>(GetWorld(), PauseMenuWidgetClass) : nullptr;
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if (bOpenNewPauseMenu) PauseMenu->AddToViewport(50);
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}
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void ABountyHunterCharacter::Tick(float DeltaTime)
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void ABountyHunterCharacter::Tick(float DeltaTime)
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{
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{
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Super::Tick(DeltaTime);
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Super::Tick(DeltaTime);
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}
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}
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@ -7,6 +7,7 @@
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#include "EndlessVendetta/EVGameInstance.h"
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#include "EndlessVendetta/EVGameInstance.h"
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#include "EndlessVendetta/MainSaveGameClass.h"
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#include "EndlessVendetta/MainSaveGameClass.h"
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#include "EndlessVendetta/BountySystem/MainBountyClass.h"
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#include "EndlessVendetta/BountySystem/MainBountyClass.h"
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#include "EndlessVendetta/PauseMenu/PauseMenuClass.h"
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#include "BountyHunterCharacter.generated.h"
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#include "BountyHunterCharacter.generated.h"
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/**
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/**
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@ -31,6 +32,14 @@ class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharac
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// Name of open world, so that the correct bounties can be spawned based on level
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// Name of open world, so that the correct bounties can be spawned based on level
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UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter")
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UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter")
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FString OpenWorldLevelName = "ControlTutorialLevel";
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FString OpenWorldLevelName = "ControlTutorialLevel";
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* PauseMenuAction;
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UPROPERTY(EditDefaultsOnly, Category = PauseMenu)
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TSubclassOf<UPauseMenuClass> PauseMenuWidgetClass;
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UPauseMenuClass* PauseMenu;
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protected:
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protected:
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@ -52,6 +61,11 @@ protected:
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// Called When Player Spawns
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// Called When Player Spawns
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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// Overridden to Setup up Pause Menu Inputs
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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void TogglePauseMenu();
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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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public:
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public:
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@ -70,6 +70,7 @@ void AMyVICharacterBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& O
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void AMyVICharacterBase::Jump()
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void AMyVICharacterBase::Jump()
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{
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{
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if (PlayerOnShip || InPauseMenu) return;
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// If missing critical components then jump and exit
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// If missing critical components then jump and exit
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if (!VaultComponent || !GetCharacterMovement())
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if (!VaultComponent || !GetCharacterMovement())
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{
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{
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@ -216,10 +216,12 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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//Interacting
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//Interacting
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Interact);
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Interact);
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}
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}
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UE_LOG(LogTemp, Warning, TEXT("Setup player input on EV character"));
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}
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}
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void AEndlessVendettaCharacter::Interact()
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void AEndlessVendettaCharacter::Interact()
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{
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{
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if (InPauseMenu) return;
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if (bIsInDialogue)
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if (bIsInDialogue)
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{
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{
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Cast<UAC_PlayerDialogueInterpreter>(GetComponentByClass(UAC_PlayerDialogueInterpreter::StaticClass()))->NextDialogue();
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Cast<UAC_PlayerDialogueInterpreter>(GetComponentByClass(UAC_PlayerDialogueInterpreter::StaticClass()))->NextDialogue();
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@ -257,7 +259,7 @@ void AEndlessVendettaCharacter::Interact()
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void AEndlessVendettaCharacter::SetCrouch()
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void AEndlessVendettaCharacter::SetCrouch()
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{
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{
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if (PlayerOnShip) return;
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if (PlayerOnShip || InPauseMenu) return;
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Crouch();
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Crouch();
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}
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}
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@ -301,7 +303,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
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void AEndlessVendettaCharacter::ToggleRecon()
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void AEndlessVendettaCharacter::ToggleRecon()
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{
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{
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if (PlayerOnShip) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!GadgetManager->IsValidReconGadget()) return;
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if (!GadgetManager->IsValidReconGadget()) return;
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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@ -324,7 +326,7 @@ void AEndlessVendettaCharacter::ToggleRecon()
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void AEndlessVendettaCharacter::ToggleCombat()
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void AEndlessVendettaCharacter::ToggleCombat()
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{
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{
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if (PlayerOnShip) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!GadgetManager->IsValidCombatGadget()) return;
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if (!GadgetManager->IsValidCombatGadget()) return;
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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@ -349,7 +351,7 @@ void AEndlessVendettaCharacter::ToggleCombat()
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//When 1 is pressed it calls EquipPrimary
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//When 1 is pressed it calls EquipPrimary
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void AEndlessVendettaCharacter::EquipPrimary()
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void AEndlessVendettaCharacter::EquipPrimary()
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{
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{
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if (PlayerOnShip) return;
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if (PlayerOnShip || InPauseMenu) return;
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if (!IsValid(PrimaryWeaponClass)) return;
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if (!IsValid(PrimaryWeaponClass)) return;
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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@ -421,7 +423,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::EquipSecondary()
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{
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{
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if (!IsValid(SecondaryWeaponClass)) return;
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if (!IsValid(SecondaryWeaponClass)) return;
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if (PlayerOnShip) return;
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if (PlayerOnShip || InPauseMenu) return;
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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@ -518,6 +520,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
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//Calls the fire function in the baseWeaponClass
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//Calls the fire function in the baseWeaponClass
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void AEndlessVendettaCharacter::FireCaller()
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void AEndlessVendettaCharacter::FireCaller()
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{
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{
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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if (IsValid(PrimaryWeapon) && !bIsReloading)
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{
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{
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PrimaryWeapon->Fire();
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PrimaryWeapon->Fire();
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@ -542,6 +545,7 @@ void AEndlessVendettaCharacter::StopFire()
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void AEndlessVendettaCharacter::GunRightClick()
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void AEndlessVendettaCharacter::GunRightClick()
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{
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{
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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{
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{
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bIsScoped = true;
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bIsScoped = true;
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@ -578,6 +582,7 @@ void AEndlessVendettaCharacter::StopGunRightClick()
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void AEndlessVendettaCharacter::GunReload()
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void AEndlessVendettaCharacter::GunReload()
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{
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{
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if (InPauseMenu) return;
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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PrimaryWeapon->ReloadTimer();
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PrimaryWeapon->ReloadTimer();
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@ -617,6 +622,7 @@ void AEndlessVendettaCharacter::Move(const FInputActionValue& Value)
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void AEndlessVendettaCharacter::Sprint()
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void AEndlessVendettaCharacter::Sprint()
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{
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{
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if (InPauseMenu) return;
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bIsPlayerSprinting = true;
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bIsPlayerSprinting = true;
|
||||||
if (bIsPlayerSprinting)
|
if (bIsPlayerSprinting)
|
||||||
{
|
{
|
||||||
|
@ -133,6 +133,8 @@ protected:
|
|||||||
virtual void BeginPlay() override;
|
virtual void BeginPlay() override;
|
||||||
virtual void Tick(float DeltaTime) override;
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
bool InPauseMenu = false;
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, Category = "Gadget")
|
UPROPERTY(EditDefaultsOnly, Category = "Gadget")
|
||||||
TSubclassOf<AGadgetManager> GadgetManagerClass;
|
TSubclassOf<AGadgetManager> GadgetManagerClass;
|
||||||
|
|
||||||
@ -145,7 +147,6 @@ protected:
|
|||||||
void PlayFadeScreen();
|
void PlayFadeScreen();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
int Money = 2000;
|
|
||||||
AGadgetManager* GadgetManager;
|
AGadgetManager* GadgetManager;
|
||||||
bool bIsReloading = false;
|
bool bIsReloading = false;
|
||||||
|
|
||||||
@ -269,11 +270,11 @@ public:
|
|||||||
|
|
||||||
// Space Ship
|
// Space Ship
|
||||||
private:
|
private:
|
||||||
bool PlayerOnShip = false;
|
|
||||||
UPROPERTY(EditDefaultsOnly, Category = "Space Ship")
|
UPROPERTY(EditDefaultsOnly, Category = "Space Ship")
|
||||||
TSubclassOf<ASpaceShip> SpaceShipClass;
|
TSubclassOf<ASpaceShip> SpaceShipClass;
|
||||||
ASpaceShip* SpaceShip;
|
ASpaceShip* SpaceShip;
|
||||||
|
protected:
|
||||||
|
bool PlayerOnShip = false;
|
||||||
public:
|
public:
|
||||||
void ExitShip(FTransform ExitLoc);
|
void ExitShip(FTransform ExitLoc);
|
||||||
void EnterShip(FTransform TakeoffLoc);
|
void EnterShip(FTransform TakeoffLoc);
|
||||||
|
Loading…
Reference in New Issue
Block a user