Add ADS aim sensitivity modifier
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				| @ -72,6 +72,8 @@ void APlayerCharacter::BeginPlay() | |||||||
| 
 | 
 | ||||||
| 	DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed; | 	DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed; | ||||||
| 
 | 
 | ||||||
|  | 	AimSensitivity = DefaultAimSensitivity; | ||||||
|  | 
 | ||||||
| 	if (!this->ActorHasTag(FName("Player"))) | 	if (!this->ActorHasTag(FName("Player"))) | ||||||
| 	{ | 	{ | ||||||
| 		this->Tags.Add(FName("Player")); | 		this->Tags.Add(FName("Player")); | ||||||
| @ -187,8 +189,8 @@ void APlayerCharacter::LookCallback(const FInputActionInstance& Instance) | |||||||
| 
 | 
 | ||||||
| 	if (vec2.Size() != 0.0f) | 	if (vec2.Size() != 0.0f) | ||||||
| 	{ | 	{ | ||||||
| 		AddControllerYawInput(vec2.X * 45.0f * GetWorld()->GetDeltaSeconds()); | 		AddControllerYawInput(vec2.X * AimSensitivity * GetWorld()->GetDeltaSeconds()); | ||||||
| 		AddControllerPitchInput((vec2.Y * (-1.0f)) * 45.0f * GetWorld()->GetDeltaSeconds()); | 		AddControllerPitchInput((vec2.Y * (-1.0f)) * AimSensitivity * GetWorld()->GetDeltaSeconds()); | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| @ -415,6 +417,8 @@ void APlayerCharacter::BeginAimDownSightsCallback(const FInputActionInstance& In | |||||||
| 
 | 
 | ||||||
| 	SetMovementSpeed(); | 	SetMovementSpeed(); | ||||||
| 
 | 
 | ||||||
|  | 	AimSensitivity = DefaultAimSensitivity * ADSAimSensitivityMultiplier; | ||||||
|  | 
 | ||||||
| 	FLatentActionInfo LatentActionInfo; | 	FLatentActionInfo LatentActionInfo; | ||||||
| 	LatentActionInfo.CallbackTarget = this; | 	LatentActionInfo.CallbackTarget = this; | ||||||
| 	CameraComponent->AttachToComponent(CameraADSSpringArmComponent, FAttachmentTransformRules::KeepWorldTransform, | 	CameraComponent->AttachToComponent(CameraADSSpringArmComponent, FAttachmentTransformRules::KeepWorldTransform, | ||||||
| @ -431,6 +435,8 @@ void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Inst | |||||||
| 
 | 
 | ||||||
| 	SetMovementSpeed(); | 	SetMovementSpeed(); | ||||||
| 
 | 
 | ||||||
|  | 	AimSensitivity = DefaultAimSensitivity; | ||||||
|  | 
 | ||||||
| 	FLatentActionInfo LatentActionInfo; | 	FLatentActionInfo LatentActionInfo; | ||||||
| 	LatentActionInfo.CallbackTarget = this; | 	LatentActionInfo.CallbackTarget = this; | ||||||
| 	CameraComponent->AttachToComponent(CameraSpringArmComponent, FAttachmentTransformRules::KeepWorldTransform, | 	CameraComponent->AttachToComponent(CameraSpringArmComponent, FAttachmentTransformRules::KeepWorldTransform, | ||||||
|  | |||||||
| @ -68,9 +68,15 @@ protected: | |||||||
| 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | ||||||
| 	float ADSSpeedMultiplier = 0.5f; | 	float ADSSpeedMultiplier = 0.5f; | ||||||
| 
 | 
 | ||||||
|  | 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | ||||||
|  | 	float ADSAimSensitivityMultiplier = 0.5f; | ||||||
|  | 
 | ||||||
| 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | ||||||
| 	float CameraBlendTime = 0.1f; | 	float CameraBlendTime = 0.1f; | ||||||
| 
 | 
 | ||||||
|  | 	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) | ||||||
|  | 	float DefaultAimSensitivity = 45.0f; | ||||||
|  | 
 | ||||||
| private: | private: | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true")) | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true")) | ||||||
| 	USpringArmComponent* CameraSpringArmComponent = nullptr; | 	USpringArmComponent* CameraSpringArmComponent = nullptr; | ||||||
| @ -98,6 +104,8 @@ private: | |||||||
| 
 | 
 | ||||||
| 	bool IsADS = false; | 	bool IsADS = false; | ||||||
| 
 | 
 | ||||||
|  | 	float AimSensitivity; | ||||||
|  | 	 | ||||||
| public: | public: | ||||||
| 	// Sets default values for this character's properties
 | 	// Sets default values for this character's properties
 | ||||||
| 	APlayerCharacter(); | 	APlayerCharacter(); | ||||||
|  | |||||||
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