Implemented Vision Links Watch Face
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EndlessVendetta/Content/Gadgets/BP_GadgetTestEnemy.uasset
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EndlessVendetta/Content/Gadgets/BP_GadgetTestEnemy.uasset
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EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset
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size 165946
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/WatchFaceBGImage.png
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/WatchFaceBGImage.png
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/WatchFaceBGImage.uasset
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/WatchFaceBGImage.uasset
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/Particles/P_Ambient_Dust.uasset
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size 5885
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@ -44,7 +44,7 @@ void AGadgetBase::Equip()
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bool AGadgetBase::Unequip()
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{
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if (GadgetInUse) return false;
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if (GadgetInUse && !UnequippableWhenInUse) return false;
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SetActorRelativeLocation(UnequippedOffset);
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Equipped = false;
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@ -44,6 +44,9 @@ protected:
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UPROPERTY(EditDefaultsOnly, Category = "Gadget")
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float CooldownTime;
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UPROPERTY(EditDefaultsOnly, CAtegory = "Gadget")
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bool UnequippableWhenInUse = false;
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UPROPERTY(EditDefaultsOnly, Category = "Gadget")
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UInputMappingContext* GadgetMappingContext;
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "VisionLink.h"
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void AVisionLink::BeginPlay()
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{
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Super::BeginPlay();
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SetActorTickEnabled(false);
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CooldownLength = CooldownTime;
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}
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void AVisionLink::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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}
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void AVisionLink::Activate()
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{
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if (GadgetCantBeUsed()) return;
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Super::Activate();
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SetActorTickEnabled(true);
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SwitchToActiveWatchFace();
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}
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void AVisionLink::FinishedUsing()
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{
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SetActorTickEnabled(false);
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SwitchToRechargingWatchFace();
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Super::FinishedUsing();
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}
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@ -0,0 +1,35 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EndlessVendetta/GadgetSystem/ReconGadget.h"
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#include "VisionLink.generated.h"
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/**
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*
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*/
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UCLASS()
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class ENDLESSVENDETTA_API AVisionLink : public AReconGadget
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{
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GENERATED_BODY()
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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virtual void Activate() override;
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virtual void FinishedUsing() override;
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protected:
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UPROPERTY(BlueprintReadOnly, Category = "Vision Link")
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float CooldownLength;
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UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link")
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void SwitchToActiveWatchFace();
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UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link")
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void SwitchToRechargingWatchFace();
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};
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