Implemented Greasy Rick Checkpoints

This commit is contained in:
Rafal Swierczek 2024-03-21 18:47:40 +00:00
parent e47172b790
commit 94b22abef0
29 changed files with 62 additions and 42 deletions

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@ -20,7 +20,9 @@ void AWaypointActor::SetupWaypoint_Implementation(UTexture2D* Icon, const FStrin
PlayersCam = Cast<UCameraComponent>(PlayerActor->GetComponentByClass(UCameraComponent::StaticClass()));
ScalingMagnitude = (ScaleAtMaxDist - ScaleAtMinDist) / (MaxDist - MinDist);
ScalingY_Intercept = ScaleAtMaxDist - (MaxDist * ScalingMagnitude);
if (!SpawnMiniWaypoint) return;
MiniWaypoint = CreateWidget<UMiniWaypoint>(GetWorld(), MiniWaypointClass);
MiniWaypoint->AddToViewport(0);
MiniWaypoint->WorldLoc = this->GetActorLocation();
@ -37,11 +39,11 @@ void AWaypointActor::Tick(float DeltaTime)
if (SightCheck())
{
UpdateVisibility(true);
MiniWaypoint->UpdateVisibility(false);
if (IsValid(MiniWaypoint)) MiniWaypoint->UpdateVisibility(false);
return;
}
UpdateVisibility(false);
MiniWaypoint->UpdateVisibility(true);
if (IsValid(MiniWaypoint)) MiniWaypoint->UpdateVisibility(true);
}
bool AWaypointActor::SightCheck()

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@ -52,11 +52,14 @@ protected:
public:
// Sets default values for this actor's properties
AWaypointActor();
UPROPERTY(BlueprintReadWrite)
bool SpawnMiniWaypoint = true;
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintNativeEvent)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void SetupWaypoint(UTexture2D* Icon, const FString& Desc);
};

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@ -20,7 +20,7 @@ class ENDLESSVENDETTA_API UAC_Dialogue : public UActorComponent
public:
void Interact() const;
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Dialogue")
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Dialogue")
UDialogueTree* DialogueTree;
};