Bugfix Need Reload UI Persisting on Overlay State Change
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@ -490,6 +490,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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//PrimaryWeapon->AttachToComponent(FirstPersonArms, AttachmentRules, FName("UnEquipGunSocket"));
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PrimaryWeapon->SetActorHiddenInGame(true);
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PrimaryWeapon->SetActorEnableCollision(false);
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PrimaryWeapon->HideNeedReloadUI();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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UE_LOG(LogTemp, Warning, TEXT("Primary Weapon Is Hidden: %hhd"), PrimaryWeapon->IsHidden());
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PrimaryWeapon = nullptr;
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@ -544,6 +545,10 @@ void AEndlessVendettaCharacter::EquipPrimary()
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon->SetActorHiddenInGame(false);
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PrimaryWeapon->SetActorEnableCollision(false);
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if (PrimaryWeapon->currentAmmoCount <= 0)
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{
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PrimaryWeapon->ShowNeedReloadUI();
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}
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//GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle);
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bIsCurrentlyHoldingWeapon = true;
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bHasRifle = true;
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@ -568,6 +573,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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SecondaryWeapon->SetActorHiddenInGame(true);
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SecondaryWeapon->SetActorEnableCollision(false);
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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SecondaryWeapon->HideNeedReloadUI();
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UE_LOG(LogTemp, Warning, TEXT("Secondary Weapon Is Hidden: %hhd"), SecondaryWeapon->IsHidden());
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//the nullptr makes it so we can unequip and requip the same weapon
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SecondaryWeapon = nullptr;
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@ -611,6 +617,10 @@ void AEndlessVendettaCharacter::EquipSecondary()
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SecondaryWeaponActor = HeldWeapon->GetChildActor();
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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SecondaryWeapon->SetActorHiddenInGame(false);
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if (SecondaryWeapon->currentAmmoCount <= 0)
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{
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SecondaryWeapon->ShowNeedReloadUI();
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}
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bIsCurrentlyHoldingWeapon = true;
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SetOverlayState(EOverlayState::Pistol);
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GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle);
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