Add Pause Player Input Action
This commit is contained in:
parent
12db67439f
commit
322b872042
BIN
Content/Input/Actions/IA_Look.uasset (Stored with Git LFS)
BIN
Content/Input/Actions/IA_Look.uasset (Stored with Git LFS)
Binary file not shown.
BIN
Content/Input/InputMappingContext.uasset (Stored with Git LFS)
BIN
Content/Input/InputMappingContext.uasset (Stored with Git LFS)
Binary file not shown.
BIN
Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
BIN
Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
Binary file not shown.
|
@ -182,6 +182,11 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
|
||||||
Input->BindAction(ThrowExplosiveAction, ETriggerEvent::Started, this,
|
Input->BindAction(ThrowExplosiveAction, ETriggerEvent::Started, this,
|
||||||
&APlayerCharacter::ThrowExplosiveCallback);
|
&APlayerCharacter::ThrowExplosiveCallback);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (PauseAction)
|
||||||
|
{
|
||||||
|
Input->BindAction(PauseAction, ETriggerEvent::Completed, this, &APlayerCharacter::PauseCallback);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -482,6 +487,10 @@ void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Inst
|
||||||
true, EMoveComponentAction::Type::Move, LatentActionInfo);
|
true, EMoveComponentAction::Type::Move, LatentActionInfo);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void APlayerCharacter::PauseCallback(const FInputActionInstance& Instance)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
void APlayerCharacter::OnFire()
|
void APlayerCharacter::OnFire()
|
||||||
{
|
{
|
||||||
if (!IsFiring || CurrentWeapon->GetAmmoCount() == 0)
|
if (!IsFiring || CurrentWeapon->GetAmmoCount() == 0)
|
||||||
|
|
|
@ -54,6 +54,15 @@ public:
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
UInputAction* ThrowExplosiveAction;
|
UInputAction* ThrowExplosiveAction;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
|
UInputAction* PauseAction;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
|
UInputAction* WeaponSwitchingAction;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
|
UInputAction* AimDownSightsAction;
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
|
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
|
||||||
|
@ -61,12 +70,6 @@ public:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
int MappingPriority = 0;
|
int MappingPriority = 0;
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
|
||||||
UInputAction* WeaponSwitchingAction;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
|
||||||
UInputAction* AimDownSightsAction;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
TSubclassOf<class UUserWidget> PlayerHUD;
|
TSubclassOf<class UUserWidget> PlayerHUD;
|
||||||
|
|
||||||
|
@ -161,6 +164,8 @@ public:
|
||||||
|
|
||||||
void EndAimDownSightsCallback(const FInputActionInstance& Instance);
|
void EndAimDownSightsCallback(const FInputActionInstance& Instance);
|
||||||
|
|
||||||
|
void PauseCallback(const FInputActionInstance& Instance);
|
||||||
|
|
||||||
virtual void OnFire() override;
|
virtual void OnFire() override;
|
||||||
|
|
||||||
void WeaponCooldownHandler();
|
void WeaponCooldownHandler();
|
||||||
|
|
Loading…
Reference in New Issue