Remove ability to throw while throwing animation is playing
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fcb32e5679
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Content/AnimStarterPack/Throw_Explosive_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Throw_Explosive_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Throw_Weapon_Montage.uasset (Stored with Git LFS)
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Content/AnimStarterPack/Throw_Weapon_Montage.uasset (Stored with Git LFS)
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@ -0,0 +1,16 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../AnimNotify/NakatomiThrowEndNotify.h"
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#include "Nakatomi/PlayerCharacter.h"
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void UNakatomiThrowEndNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
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{
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APlayerCharacter* Character = Cast<APlayerCharacter>(MeshComp->GetOwner());
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if (Character != nullptr)
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{
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Character->SetIsThrowing(false);
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}
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}
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@ -0,0 +1,19 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimNotifies/AnimNotify.h"
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#include "NakatomiThrowEndNotify.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UNakatomiThrowEndNotify : public UAnimNotify
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{
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GENERATED_BODY()
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public:
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virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
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};
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@ -0,0 +1,15 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../AnimNotify/NakatomiThrowWeaponEndNotify.h"
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#include "Nakatomi/PlayerCharacter.h"
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void UNakatomiThrowWeaponEndNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation)
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{
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APlayerCharacter* Character = Cast<APlayerCharacter>(MeshComp->GetOwner());
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if (Character != nullptr)
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{
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Character->RemoveCurrentWeaponFromInventory();
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}
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}
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@ -0,0 +1,20 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimNotifies/AnimNotify.h"
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#include "NakatomiThrowWeaponEndNotify.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UNakatomiThrowWeaponEndNotify : public UAnimNotify
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{
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GENERATED_BODY()
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public:
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virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
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};
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@ -701,8 +701,9 @@ float APlayerCharacter::GetWeaponSpread()
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void APlayerCharacter::ThrowWeaponCallback()
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{
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if (CurrentWeapon)
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if (CurrentWeapon && !IsThrowing)
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{
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IsThrowing = true;
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PlayAnimMontage(ThrowWeaponAnimMontage);
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}
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}
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@ -723,14 +724,13 @@ void APlayerCharacter::ThrowWeapon()
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WeaponThrowableTemplate, SpawnLocation, FRotator::ZeroRotator);
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Throwable->SetWeaponSkeletalMesh(GetCurrentWeapon()->GetSkeletalMesh());
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RemoveCurrentWeaponFromInventory();
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}
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void APlayerCharacter::ThrowExplosiveCallback()
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{
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if (ThrowableInventory.Num() > 0)
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{
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IsThrowing = true;
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PlayAnimMontage(ThrowExplosiveAnimMontage);
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}
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}
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@ -779,3 +779,13 @@ bool APlayerCharacter::GetCrouched()
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return false;
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}
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bool APlayerCharacter::GetIsThrowing()
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{
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return IsThrowing;
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}
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void APlayerCharacter::SetIsThrowing(bool bIsThrowing)
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{
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IsThrowing = bIsThrowing;
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}
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@ -141,6 +141,8 @@ private:
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USoundBase* HitMarkerSound;
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bool jumpPressed = false;
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bool IsThrowing = false;
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public:
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// Sets default values for this character's properties
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@ -234,6 +236,12 @@ public:
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UFUNCTION(BlueprintCallable)
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bool GetCrouched();
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UFUNCTION(BlueprintCallable)
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bool GetIsThrowing();
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UFUNCTION(BlueprintCallable)
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void SetIsThrowing(bool bIsThrowing);
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protected:
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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