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d96a5c837a
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f84a8d0974
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@ -385,8 +385,6 @@ void UNakatomiCMC::PerformDash()
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FHitResult Hit;
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FHitResult Hit;
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SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, false, Hit);
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SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, false, Hit);
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NakatomiCharacterOwner->PlayAnimMontage(Dash_Montage);
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SetMovementMode(MOVE_Falling);
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SetMovementMode(MOVE_Falling);
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DashStartDelegate.Broadcast();
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DashStartDelegate.Broadcast();
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@ -94,9 +94,6 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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float Dash_CooldownDuration = 1.0f;
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float Dash_CooldownDuration = 1.0f;
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UPROPERTY(EditDefaultsOnly)
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UAnimMontage* Dash_Montage;
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bool Safe_bWantsToSprint;
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bool Safe_bWantsToSprint;
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bool Safe_bWantsToSlide;
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bool Safe_bWantsToSlide;
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bool Safe_bWantsToAds;
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bool Safe_bWantsToAds;
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@ -139,8 +139,7 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
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if (JumpAction)
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if (JumpAction)
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{
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{
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Input->BindAction(JumpAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginJumpCallback);
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Input->BindAction(JumpAction, ETriggerEvent::Triggered, this, &APlayerCharacter::JumpCallback);
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Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndJumpCallback);
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}
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}
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if (FireAction)
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if (FireAction)
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@ -232,16 +231,9 @@ void APlayerCharacter::LookCallback(const FInputActionInstance& Instance)
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}
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}
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}
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}
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void APlayerCharacter::BeginJumpCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::JumpCallback(const FInputActionInstance& Instance)
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{
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{
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Jump();
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Jump();
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jumpPressed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void APlayerCharacter::EndJumpCallback(const FInputActionInstance& Instance)
|
|
||||||
{
|
|
||||||
StopJumping();
|
|
||||||
jumpPressed = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
|
void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
|
||||||
|
@ -299,8 +291,6 @@ void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance
|
||||||
{
|
{
|
||||||
cmc->EnableSprint();
|
cmc->EnableSprint();
|
||||||
}
|
}
|
||||||
|
|
||||||
IsSprinting = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
||||||
|
@ -309,8 +299,6 @@ void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
||||||
{
|
{
|
||||||
cmc->DisableSprint();
|
cmc->DisableSprint();
|
||||||
}
|
}
|
||||||
|
|
||||||
IsSprinting = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||||
|
@ -703,8 +691,6 @@ void APlayerCharacter::ThrowWeaponCallback()
|
||||||
{
|
{
|
||||||
if (CurrentWeapon)
|
if (CurrentWeapon)
|
||||||
{
|
{
|
||||||
PlayAnimMontage(ThrowAnimMontage);
|
|
||||||
|
|
||||||
FVector Location;
|
FVector Location;
|
||||||
FVector BoxExtent;
|
FVector BoxExtent;
|
||||||
GetActorBounds(true, Location, BoxExtent, false);
|
GetActorBounds(true, Location, BoxExtent, false);
|
||||||
|
@ -728,8 +714,6 @@ void APlayerCharacter::ThrowExplosiveCallback()
|
||||||
{
|
{
|
||||||
if (ThrowableInventory.Num() > 0)
|
if (ThrowableInventory.Num() > 0)
|
||||||
{
|
{
|
||||||
PlayAnimMontage(ThrowAnimMontage);
|
|
||||||
|
|
||||||
FVector Location;
|
FVector Location;
|
||||||
FVector BoxExtent;
|
FVector BoxExtent;
|
||||||
GetActorBounds(true, Location, BoxExtent, false);
|
GetActorBounds(true, Location, BoxExtent, false);
|
||||||
|
@ -758,18 +742,3 @@ AThrowable* APlayerCharacter::ThrowThrowable()
|
||||||
|
|
||||||
return nullptr;
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool APlayerCharacter::GetPressedJump()
|
|
||||||
{
|
|
||||||
return jumpPressed;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool APlayerCharacter::GetCrouched()
|
|
||||||
{
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
|
||||||
{
|
|
||||||
return cmc->IsCrouching();
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
|
@ -83,9 +83,6 @@ public:
|
||||||
|
|
||||||
FOnEnemyHitDelegate OnEnemyHit;
|
FOnEnemyHitDelegate OnEnemyHit;
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
UAnimMontage* ThrowAnimMontage;
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
float SprintSpeedMultiplier = 2.0f;
|
float SprintSpeedMultiplier = 2.0f;
|
||||||
|
@ -124,10 +121,8 @@ private:
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
|
||||||
UAIPerceptionStimuliSourceComponent* PerceptionSource;
|
UAIPerceptionStimuliSourceComponent* PerceptionSource;
|
||||||
|
|
||||||
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
|
|
||||||
bool IsSprinting = false;
|
bool IsSprinting = false;
|
||||||
|
|
||||||
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
|
|
||||||
bool IsADS = false;
|
bool IsADS = false;
|
||||||
|
|
||||||
float AimSensitivity;
|
float AimSensitivity;
|
||||||
|
@ -137,8 +132,6 @@ private:
|
||||||
UPROPERTY(EditDefaultsOnly)
|
UPROPERTY(EditDefaultsOnly)
|
||||||
USoundBase* HitMarkerSound;
|
USoundBase* HitMarkerSound;
|
||||||
|
|
||||||
bool jumpPressed = false;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Sets default values for this character's properties
|
// Sets default values for this character's properties
|
||||||
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
|
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
|
||||||
|
@ -160,9 +153,7 @@ public:
|
||||||
|
|
||||||
void LookCallback(const FInputActionInstance& Instance);
|
void LookCallback(const FInputActionInstance& Instance);
|
||||||
|
|
||||||
void BeginJumpCallback(const FInputActionInstance& Instance);
|
void JumpCallback(const FInputActionInstance& Instance);
|
||||||
|
|
||||||
void EndJumpCallback(const FInputActionInstance& Instance);
|
|
||||||
|
|
||||||
void BeginFireCallback(const FInputActionInstance& Instance);
|
void BeginFireCallback(const FInputActionInstance& Instance);
|
||||||
|
|
||||||
|
@ -221,12 +212,6 @@ public:
|
||||||
|
|
||||||
AThrowable* ThrowThrowable();
|
AThrowable* ThrowThrowable();
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
bool GetPressedJump();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
bool GetCrouched();
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
virtual void CalculateHits(TArray<FHitResult>* hits) override;
|
virtual void CalculateHits(TArray<FHitResult>* hits) override;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue