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

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

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