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b/EndlessVendetta/Plugins/VaultIt/Content/Anims/AnimsVaultFP/CR_VaultIt_FP_BothHands.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0adb28c8e72e6af5bdaf6d2488399a3d04ca29ed948c71cebe647d3d9a76316f -size 189588 +oid sha256:93360ea0ec2ecce56a41c80e1b327a94e20cb1db2f86a1f7cd3d92d846ac8b8b +size 201066 diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 438d89e8..47ece323 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -162,8 +162,8 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(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); diff --git a/EndlessVendetta/Source/EndlessVendetta/MyVICharacterAbilityBase.cpp b/EndlessVendetta/Source/EndlessVendetta/MyVICharacterAbilityBase.cpp index 95fb6780..c8da0950 100644 --- a/EndlessVendetta/Source/EndlessVendetta/MyVICharacterAbilityBase.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/MyVICharacterAbilityBase.cpp @@ -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) diff --git a/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.cpp b/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.cpp index 3f533ccc..87a3e873 100644 --- a/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.cpp @@ -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; } diff --git a/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.h b/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.h index 8219c451..08a271a6 100644 --- a/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.h +++ b/EndlessVendetta/Source/EndlessVendetta/MyVICharacterBase.h @@ -4,7 +4,6 @@ #include "CoreMinimal.h" #include "EndlessVendettaCharacter.h" - #include "VITypes.h" #include "Pawn/VIPawnInterface.h" #include "MyVICharacterBase.generated.h"