Add Pause Player Input Action
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Content/Input/Actions/IA_Look.uasset (Stored with Git LFS)
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Content/Input/Actions/IA_Look.uasset (Stored with Git LFS)
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Content/Input/InputMappingContext.uasset (Stored with Git LFS)
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Content/Input/InputMappingContext.uasset (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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@ -182,6 +182,11 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
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Input->BindAction(ThrowExplosiveAction, ETriggerEvent::Started, this,
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&APlayerCharacter::ThrowExplosiveCallback);
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}
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if (PauseAction)
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{
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Input->BindAction(PauseAction, ETriggerEvent::Completed, this, &APlayerCharacter::PauseCallback);
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}
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}
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}
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@ -482,6 +487,10 @@ void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Inst
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true, EMoveComponentAction::Type::Move, LatentActionInfo);
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}
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void APlayerCharacter::PauseCallback(const FInputActionInstance& Instance)
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{
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}
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void APlayerCharacter::OnFire()
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{
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if (!IsFiring || CurrentWeapon->GetAmmoCount() == 0)
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@ -56,10 +56,7 @@ public:
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UInputAction* ThrowExplosiveAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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int MappingPriority = 0;
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UInputAction* PauseAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* WeaponSwitchingAction;
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@ -67,6 +64,12 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* AimDownSightsAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UInputMappingContext> InputMappingContext;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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int MappingPriority = 0;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> PlayerHUD;
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@ -161,6 +164,8 @@ public:
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void EndAimDownSightsCallback(const FInputActionInstance& Instance);
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void PauseCallback(const FInputActionInstance& Instance);
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virtual void OnFire() override;
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void WeaponCooldownHandler();
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