Add Pause Player Input Action

This commit is contained in:
baz 2023-09-25 23:00:32 +01:00
parent 12db67439f
commit 322b872042
5 changed files with 25 additions and 11 deletions

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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/Player/PlayerCharacter.uasset (Stored with Git LFS)

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@ -182,6 +182,11 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
Input->BindAction(ThrowExplosiveAction, ETriggerEvent::Started, this,
&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);
}
void APlayerCharacter::PauseCallback(const FInputActionInstance& Instance)
{
}
void APlayerCharacter::OnFire()
{
if (!IsFiring || CurrentWeapon->GetAmmoCount() == 0)

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@ -56,10 +56,7 @@ public:
UInputAction* ThrowExplosiveAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
int MappingPriority = 0;
UInputAction* PauseAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* WeaponSwitchingAction;
@ -67,6 +64,12 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* AimDownSightsAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
int MappingPriority = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> PlayerHUD;
@ -161,6 +164,8 @@ public:
void EndAimDownSightsCallback(const FInputActionInstance& Instance);
void PauseCallback(const FInputActionInstance& Instance);
virtual void OnFire() override;
void WeaponCooldownHandler();