Merge branch 'dev' into Dialogue-System

# Conflicts:
#	EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
#	EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
This commit is contained in:
Philip W 2024-01-22 23:11:39 +00:00
commit ad94db81c7
19 changed files with 56 additions and 33 deletions

Binary file not shown.

View File

@ -440,7 +440,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
//UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden()); //UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
GLog->Log("Secondary Weapon Equipped"); GLog->Log("Secondary Weapon Equipped");
} }
SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("PistolGripPoint"));
SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor); SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
SecondaryWeapon->SetActorHiddenInGame(false); SecondaryWeapon->SetActorHiddenInGame(false);
GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle); GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
@ -501,28 +501,16 @@ void AEndlessVendettaCharacter::GunRightClick()
{ {
if (IsValid(PrimaryWeapon) && !bIsScoped) if (IsValid(PrimaryWeapon) && !bIsScoped)
{ {
for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
{
ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
break;
}
if (!IsValid(ScopedLocationArrow)) return;
PrimaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation());
bIsScoped = true; bIsScoped = true;
PrimaryWeapon->WeaponScopedFire(); PrimaryWeapon->WeaponScopedFire();
StartPrimaryWeaponADS();
this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
} }
if (IsValid(SecondaryWeapon) && !bIsScoped) if (IsValid(SecondaryWeapon) && !bIsScoped)
{ {
for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
{
ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
break;
}
if (!IsValid(ScopedLocationArrow)) return;
bIsScoped = true; bIsScoped = true;
SecondaryWeapon->WeaponScopedFire(); SecondaryWeapon->WeaponScopedFire();
SecondaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation()); StartSecondaryWeaponADS();
this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
} }
} }
@ -533,14 +521,14 @@ void AEndlessVendettaCharacter::StopGunRightClick()
{ {
bIsScoped = false; bIsScoped = false;
PrimaryWeapon->WeaponScopedFire(); PrimaryWeapon->WeaponScopedFire();
PrimaryWeapon->SetActorRelativeLocation(FVector(0, 0, 0)); StopPrimaryWeaponADS();
this->GetFirstPersonCameraComponent()->SetFieldOfView(90); this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
} }
if (IsValid(SecondaryWeapon)) if (IsValid(SecondaryWeapon))
{ {
bIsScoped = false; bIsScoped = false;
SecondaryWeapon->WeaponScopedFire(); SecondaryWeapon->WeaponScopedFire();
SecondaryWeapon->SetActorRelativeLocation(FVector(0, 0, 0)); StopSecondaryWeaponADS();
this->GetFirstPersonCameraComponent()->SetFieldOfView(90); this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
} }
} }

View File

@ -118,6 +118,14 @@ public:
bool bIsSecondaryWeaponCreated = false; bool bIsSecondaryWeaponCreated = false;
bool bIsWeaponPickedUp = false; bool bIsWeaponPickedUp = false;
UFUNCTION(BlueprintImplementableEvent)
void StartPrimaryWeaponADS();
UFUNCTION(BlueprintImplementableEvent)
void StopPrimaryWeaponADS();
UFUNCTION(BlueprintImplementableEvent)
void StartSecondaryWeaponADS();
UFUNCTION(BlueprintImplementableEvent)
void StopSecondaryWeaponADS();
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
bool bIsInDialogue = false; bool bIsInDialogue = false;