Play Fire animation during OnFire
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Content/Animations/AnimStarterPack/AM/Fire_Rifle_Hip_Montage.uasset (Stored with Git LFS)
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Content/Animations/AnimStarterPack/AM/Fire_Rifle_Hip_Montage.uasset (Stored with Git LFS)
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Content/Animations/AnimStarterPack/AM/Fire_Rifle_Ironsights_Montage.uasset (Stored with Git LFS)
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Content/Animations/AnimStarterPack/AM/Fire_Rifle_Ironsights_Montage.uasset (Stored with Git LFS)
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Content/Enemy/Worker/C_Worker.uasset (Stored with Git LFS)
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Content/Enemy/Worker/C_Worker.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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@ -2,6 +2,7 @@
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#include "EnemyCharacter.h"
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#include "EnemyCharacter.h"
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#include "EnemyAIController.h"
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#include "EnemyAIController.h"
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#include "InteractableComponent.h"
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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@ -29,7 +30,7 @@ void AEnemyCharacter::OnFire()
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CurrentWeapon->PlayFireSoundAtLocation(GetActorLocation());
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CurrentWeapon->PlayFireSoundAtLocation(GetActorLocation());
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// TODO: Play some animation here
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PlayOnFireAnimations();
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CurrentWeapon->SetCurrentWeaponStatus(Cooldown);
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CurrentWeapon->SetCurrentWeaponStatus(Cooldown);
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@ -50,6 +51,11 @@ void AEnemyCharacter::BeginPlay()
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Super::BeginPlay();
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Super::BeginPlay();
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}
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}
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void AEnemyCharacter::PlayOnFireAnimations()
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{
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Super::PlayOnFireAnimations();
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}
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void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits)
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void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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{
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// Set up randomness
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// Set up randomness
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@ -39,6 +39,8 @@ protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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private:
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private:
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virtual void PlayOnFireAnimations() override;
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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@ -262,6 +262,14 @@ void ANakatomiCharacter::ProcessHits(TArray<FHitResult> hits)
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{
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{
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}
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}
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void ANakatomiCharacter::PlayOnFireAnimations()
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{
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if (!GetCrouched())
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{
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PlayAnimMontage(FireWeaponAnimMontage);
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}
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}
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void ANakatomiCharacter::OnDamaged()
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void ANakatomiCharacter::OnDamaged()
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{
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{
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}
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}
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@ -39,6 +39,9 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TArray<TSubclassOf<AThrowable>> ThrowableInventory;
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TArray<TSubclassOf<AThrowable>> ThrowableInventory;
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* FireWeaponAnimMontage;
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
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UNakatomiCMC* NakatomiCMC;
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UNakatomiCMC* NakatomiCMC;
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@ -114,6 +117,8 @@ protected:
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virtual void ProcessHits(TArray<FHitResult> hits);
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virtual void ProcessHits(TArray<FHitResult> hits);
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virtual void PlayOnFireAnimations();
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UFUNCTION()
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UFUNCTION()
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virtual void OnDamaged();
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virtual void OnDamaged();
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@ -440,6 +440,14 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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}
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}
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}
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}
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void APlayerCharacter::PlayOnFireAnimations()
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{
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if (!GetCrouched())
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{
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PlayAnimMontage(IsADS ? FireWeaponADSAnimMontage : FireWeaponAnimMontage);
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}
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}
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void APlayerCharacter::OnDamaged()
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void APlayerCharacter::OnDamaged()
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{
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{
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Super::OnDamaged();
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Super::OnDamaged();
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@ -631,7 +639,7 @@ void APlayerCharacter::OnFire()
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CurrentWeapon->PlayFireSoundAtLocation(this->GetTransform().GetLocation());
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CurrentWeapon->PlayFireSoundAtLocation(this->GetTransform().GetLocation());
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// TODO: Play some animation here
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PlayOnFireAnimations();
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CurrentWeapon->SetCurrentWeaponStatus(Cooldown);
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CurrentWeapon->SetCurrentWeaponStatus(Cooldown);
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@ -92,6 +92,9 @@ public:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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TArray<UAnimMontage*> OnDamagedHitAnimMontages;
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TArray<UAnimMontage*> OnDamagedHitAnimMontages;
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* FireWeaponADSAnimMontage;
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float SprintSpeedMultiplier = 2.0f;
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float SprintSpeedMultiplier = 2.0f;
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@ -247,6 +250,8 @@ protected:
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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virtual void PlayOnFireAnimations() override;
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virtual void OnDamaged() override;
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virtual void OnDamaged() override;
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virtual void OnDeath() override;
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virtual void OnDeath() override;
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