Merge branch 'WeaponSystem' into BackupBuild
This commit is contained in:
commit
4219d01ae7
@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:652402df45503ab3169e329879f397101d9b5bf17551404301cca7b5b292eb68
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size 62076
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oid sha256:d593d68d5b9a9fc58b1b7ecc44936b84e361aaa1762ab04c5924e36bfd45bee9
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size 61494
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@ -174,7 +174,7 @@ void ABaseWeaponClass::Fire()
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traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
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if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
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GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 1.5f);
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DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f);
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playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
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currentAmmoCount -= 1;
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GenerateRecoilVector();
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@ -83,9 +83,9 @@ public:
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virtual void Fire();
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UFUNCTION(BlueprintCallable, Category = "Weapons")
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void ClickDetectionTimer();
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virtual void ClickDetectionTimer();
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void CancelFire();
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virtual void CancelFire();
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UPROPERTY(VisibleAnywhere)
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ACharacter* playerInWorld;
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@ -144,9 +144,12 @@ public:
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UPROPERTY(EditAnywhere)
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int bulletCountShoot; //Gets how many bullets shot per
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private:
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protected:
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UArrowComponent* GunStartArrow;
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bool bStopShooting = false;
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private:
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UPROPERTY(EditAnywhere)
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float BulletDistance;
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@ -157,5 +160,5 @@ private:
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float originalMinMultiplier;
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float currentPitch;
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bool bStopShooting = false;
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};
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@ -30,3 +30,19 @@ void APistolClass::Fire()
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UE_LOG(LogTemp, Display, TEXT("Testing overrides: Pistol has been fired"));
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}
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void APistolClass::ClickDetectionTimer()
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{
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Super::ClickDetectionTimer();
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}
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void APistolClass::CancelFire()
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{
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if (bulletCountShoot <= 0) return;
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UE_LOG(LogTemp, Display, TEXT("FireCancelled"));
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bulletCountShoot = 0;
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GunStartArrow->SetRelativeRotation(FRotator(0));
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//playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll));
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bStopShooting = true;
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nullSamples();
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}
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@ -24,4 +24,6 @@ public:
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virtual void Tick(float DeltaTime) override;
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virtual void Fire() override;
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virtual void ClickDetectionTimer() override;
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virtual void CancelFire() override;
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};
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