Merge branch 'player-movement' into dev
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commit
2d7091dee9
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Sprint.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Sprint.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
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@ -69,14 +69,15 @@ void AEndlessVendettaCharacter::BeginPlay()
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}
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InventoryComponent = Cast<UInventoryComponent>(GetWorld()->GetFirstPlayerController()->GetComponentByClass(UInventoryComponent::StaticClass()));
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WalkSpeed = CharacterMovement->MaxWalkSpeed;
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OriginalWalkSpeed = CharacterMovement->MaxWalkSpeed;
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CurrentStamina = MaxStamina;
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}
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void AEndlessVendettaCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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WeaponPickUpSystem();
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MoveGroundSpeed = Cast<UMovementComponent>(GetComponentByClass(UMovementComponent::StaticClass()))->Velocity.Size();
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if (MoveGroundSpeed > 0)
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@ -85,8 +86,40 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime)
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}
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else if (MoveGroundSpeed <= 0)
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{
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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bIsPlayerMoving = false;
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}
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if (bPressedJump)
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{
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if(CurrentStamina <= 0.0f)
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{
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CurrentStamina -= 20.0f;
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}
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}
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//PLAYER STAMINA HANDLING
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if (MoveGroundSpeed > 0)
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{
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if (bIsPlayerSprinting)
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{
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CurrentStamina -= FMath::Clamp(StaminaDecreaseRate, 0.0f, 100.0f);
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if (CurrentStamina <= 0.0f)
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{
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bIsPlayerSprinting = false;
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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CurrentStamina = 0.0f;
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CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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}
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}
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}
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if (!bIsPlayerSprinting)
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{
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if(CurrentStamina >= 100.0f)
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{
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CurrentStamina = 100.0f;
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return;
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}
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CurrentStamina += FMath::Clamp(StaminaRegenRate, 0.0f, 100.0f);
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}
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}
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void AEndlessVendettaCharacter::RegenHealth()
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@ -129,11 +162,13 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
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{
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//Jumping
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Jumping);
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EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopJump);
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//Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
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//Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
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@ -511,6 +546,54 @@ void AEndlessVendettaCharacter::Move(const FInputActionValue& Value)
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}
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}
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void AEndlessVendettaCharacter::Sprint()
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{
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bIsPlayerSprinting = true;
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if (bIsPlayerSprinting)
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{
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if (MoveGroundSpeed > 0)
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{
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CharacterMovement->MaxWalkSpeed = SprintSpeed;
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this->GetFirstPersonCameraComponent()->SetFieldOfView(100);
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}
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}
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}
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void AEndlessVendettaCharacter::StopSprint()
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{
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bIsPlayerSprinting = false;
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if (!bIsPlayerSprinting)
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{
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UE_LOG(LogTemp, Display, TEXT("Player stopped sprinting"));
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CharacterMovement->MaxWalkSpeed = OriginalWalkSpeed;
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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}
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}
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void AEndlessVendettaCharacter::Jumping()
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{
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if (CurrentStamina > 10.0f)
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{
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bHasPlayerJumped = true;
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if (bHasPlayerJumped)
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{
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Super::Jump();
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if (!CharacterMovement->IsFalling())
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{
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CurrentStamina -= 10.0f;
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}
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bHasPlayerJumped = false;
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}
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}
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}
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void AEndlessVendettaCharacter::StopJump()
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{
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Super::StopJumping();
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UE_LOG(LogTemp, Display, TEXT("Player has stopped jumping"));
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bHasPlayerJumped = false;
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}
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void AEndlessVendettaCharacter::Look(const FInputActionValue& Value)
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{
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// input is a Vector2D
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@ -73,6 +73,9 @@ class AEndlessVendettaCharacter : public ACharacter
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* InteractAction;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* SprintAction;
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public:
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AEndlessVendettaCharacter();
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@ -83,6 +86,23 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float DefaultHealth = 100.0f;
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//STAMINA AND SPRINT SPEED
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float MaxStamina = 100;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float CurrentStamina;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float StaminaDecreaseRate = 0.2;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float StaminaRegenRate = 0.05;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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float SprintSpeed = 900;
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//Getting the charMovementComp
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UCharacterMovementComponent* CharacterMovement = GetCharacterMovement();
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float WalkSpeed;
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float OriginalWalkSpeed;
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AActor* PrimaryWeaponActor;
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AActor* SecondaryWeaponActor;
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bool bIsPrimaryWeaponCreated = false;
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@ -107,6 +127,9 @@ public:
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bool bIsPlayerMoving = false;
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UPROPERTY(VisibleAnywhere)
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bool bIsPlayerSprinting = false;
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double MoveGroundSpeed;
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/** Look Input Action */
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@ -149,6 +172,13 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void StopFire();
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void Sprint();
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void StopSprint();
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void Jumping();
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void StopJump();
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bool bHasPlayerJumped = false;
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UArrowComponent* ScopedLocationArrow;
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UPROPERTY(EditAnywhere, Category = "Dont Touch")
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