Implemented Vaulting Animation States and Started Resolving Vaulting not Activating
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Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_200.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_200_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_200_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_250.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_250.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_250_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_250_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_45.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_45.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_45_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_45_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_75.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_75.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_75_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPersonArms/VaultIt/VaultItFP_Height_75_Montage.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,3 +1,3 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:928263e4929943c3bca1c28ad56a4a5530a5a7e2318a11275415abcb276a0e15
|
||||
oid sha256:7db21551a3a56def353e10eb4a8429d0980049797fd36509f2096a18a79c6f39
|
||||
size 679253
|
||||
|
BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Plugins/VaultIt/Content/Anims/AnimsVaultFP/CR_VaultIt_FP_BothHands.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Plugins/VaultIt/Content/Anims/AnimsVaultFP/CR_VaultIt_FP_BothHands.uasset
(Stored with Git LFS)
Binary file not shown.
@ -162,8 +162,8 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
|
||||
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
|
||||
{
|
||||
//Jumping
|
||||
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Jumping);
|
||||
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopJump);
|
||||
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
|
||||
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
|
||||
|
||||
//Moving
|
||||
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
|
||||
|
@ -1,8 +1,6 @@
|
||||
// Copyright (c) 2019-2022 Drowning Dragons Limited. All Rights Reserved.
|
||||
|
||||
#include "MyVICharacterAbilityBase.h"
|
||||
|
||||
#include "Pawn/VICharacterAbilityBase.h"
|
||||
#include "GAS/VIAbilitySystemComponent.h"
|
||||
|
||||
AMyVICharacterAbilityBase::AMyVICharacterAbilityBase(const FObjectInitializer& OI)
|
||||
|
@ -73,6 +73,7 @@ void AMyVICharacterBase::Jump()
|
||||
// If missing critical components then jump and exit
|
||||
if (!VaultComponent || !GetCharacterMovement())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("no vault comp or character movement"));
|
||||
Super::Jump();
|
||||
return;
|
||||
}
|
||||
@ -80,11 +81,13 @@ void AMyVICharacterBase::Jump()
|
||||
// Either jump or vault, determined by VaultComponent::EVIJumpKeyPriority
|
||||
if (VaultComponent->Jump(GetCharacterMovement()->GetGravityZ(), CanJump(), GetCharacterMovement()->IsFalling()))
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("gravity Z: %f"), GetCharacterMovement()->GetGravityZ());
|
||||
// Jump normally
|
||||
Super::Jump();
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("try to vault"));
|
||||
// Jump key essentially presses the vault input
|
||||
VaultComponent->Vault();
|
||||
}
|
||||
@ -196,24 +199,28 @@ bool AMyVICharacterBase::CanVault_Implementation() const
|
||||
// Vaulting must finish before starting another vault attempt
|
||||
if (IsVaulting())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("is already vaulting"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Invalid components
|
||||
if (!VaultComponent || !GetCharacterMovement())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("invalid componets for vaulting"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Animation instance is required to play vault montage
|
||||
if (!GetMesh() || !GetMesh()->GetAnimInstance())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Animation instance is required to play vault montage"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Authority not initialized (this isn't set on clients)
|
||||
if (HasAuthority() && !VaultComponent->bVaultAbilityInitialized)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("Authority not initialized (this isn't set on clients), hence cant vault"));
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -222,30 +229,36 @@ bool AMyVICharacterBase::CanVault_Implementation() const
|
||||
{
|
||||
if (GetCharacterMovement()->IsMovingOnGround() && !VaultComponent->bCanVaultFromGround)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("cant vault cuz on the ground and cant vault from ground"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (GetCharacterMovement()->IsFalling() && !VaultComponent->bCanVaultFromFalling)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("cant vault cuz is falling and cant vault from falling"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (GetCharacterMovement()->IsSwimming() && !VaultComponent->bCanVaultFromSwimming)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("cant vault from swimming"));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("cant vault cuz isnt either swimming, walking on the ground or falling"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Can't vault while crouching
|
||||
if (!VaultComponent->bCanVaultFromCrouching && GetCharacterMovement()->IsCrouching())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("cant vault cuz is crouching"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("actually can vault"));
|
||||
// Passed all conditions
|
||||
return true;
|
||||
}
|
||||
|
@ -4,7 +4,6 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "EndlessVendettaCharacter.h"
|
||||
|
||||
#include "VITypes.h"
|
||||
#include "Pawn/VIPawnInterface.h"
|
||||
#include "MyVICharacterBase.generated.h"
|
||||
|
Loading…
Reference in New Issue
Block a user