Use NakatomiCMC to set Walk and Sprint speed
I am temporarily breaking ADS movement, this will be fixed in subsequent commits
This commit is contained in:
parent
af8d8364a4
commit
ab3f624ade
|
@ -56,9 +56,8 @@ APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer)
|
|||
CameraADSSpringArmComponent->SocketOffset = {0.0f, 50.0f, 75.0f};
|
||||
|
||||
// Setup the character movement
|
||||
UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
|
||||
CharacterMovementComponent->AirControl = 1.0f;
|
||||
CharacterMovementComponent->bOrientRotationToMovement = true;
|
||||
GetCharacterMovement()->AirControl = 1.0f;
|
||||
GetCharacterMovement()->bOrientRotationToMovement = true;
|
||||
|
||||
// Setup the character perception component
|
||||
PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
|
||||
|
@ -269,16 +268,18 @@ void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
|
|||
|
||||
void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
|
||||
{
|
||||
IsSpriting = true;
|
||||
|
||||
SetMovementSpeed();
|
||||
if (NakatomiCMC)
|
||||
{
|
||||
NakatomiCMC->EnableSprint();
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
||||
{
|
||||
IsSpriting = false;
|
||||
|
||||
SetMovementSpeed();
|
||||
if (NakatomiCMC)
|
||||
{
|
||||
NakatomiCMC->DisableSprint();
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||
|
@ -450,7 +451,7 @@ void APlayerCharacter::OnDeath()
|
|||
|
||||
void APlayerCharacter::SetMovementSpeed()
|
||||
{
|
||||
if (IsADS)
|
||||
/*if (IsADS)
|
||||
{
|
||||
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * ADSSpeedMultiplier;
|
||||
}
|
||||
|
@ -461,7 +462,7 @@ void APlayerCharacter::SetMovementSpeed()
|
|||
else
|
||||
{
|
||||
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
|
||||
|
|
Loading…
Reference in New Issue