Compare commits
14 Commits
f84a8d0974
...
d96a5c837a
Author | SHA1 | Date | |
---|---|---|---|
d96a5c837a | |||
deabd0b223 | |||
957867ecd4 | |||
957da3946a | |||
afc30330a7 | |||
c138e138ae | |||
8cfdb34cde | |||
cb5ecbd1e9 | |||
550e744e64 | |||
83ebd0ff68 | |||
c8c65bcd22 | |||
01699f4529 | |||
d3ba88cb3a | |||
4c4799b10a |
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Content/AnimStarterPack/ABP_Manequin.uasset
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Content/AnimStarterPack/ABP_Manequin.uasset
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Content/AnimStarterPack/Aim_Space_Hip.uasset
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Content/AnimStarterPack/Aim_Space_Hip.uasset
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Content/AnimStarterPack/Aim_Space_Ironsights.uasset
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Content/AnimStarterPack/Aim_Space_Ironsights.uasset
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Content/AnimStarterPack/BS_Crouch_Walk.uasset
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Content/AnimStarterPack/BS_Crouch_Walk.uasset
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Content/AnimStarterPack/BS_Crouch_Walk_ADS.uasset
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Content/AnimStarterPack/BS_Crouch_Walk_ADS.uasset
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Content/AnimStarterPack/BS_Ironsights_Walk.uasset
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Content/AnimStarterPack/BS_Ironsights_Walk.uasset
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Content/AnimStarterPack/BS_Walk.uasset
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Content/AnimStarterPack/BS_Walk.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Hip.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Crouch_to_Stand_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Death_1.uasset
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Content/AnimStarterPack/Death_1.uasset
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Content/AnimStarterPack/Death_2.uasset
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Content/AnimStarterPack/Death_2.uasset
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Content/AnimStarterPack/Death_3.uasset
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Content/AnimStarterPack/Death_3.uasset
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Content/AnimStarterPack/Death_Ironsights_1.uasset
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Content/AnimStarterPack/Death_Ironsights_1.uasset
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Content/AnimStarterPack/Death_Ironsights_2.uasset
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Content/AnimStarterPack/Death_Ironsights_2.uasset
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Content/AnimStarterPack/Equip_Pistol_Standing.uasset
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Content/AnimStarterPack/Equip_Pistol_Standing.uasset
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Content/AnimStarterPack/Equip_Rifle_Standing.uasset
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Content/AnimStarterPack/Equip_Rifle_Standing.uasset
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Content/AnimStarterPack/Fire_Rifle_Hip.uasset
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Content/AnimStarterPack/Fire_Rifle_Hip.uasset
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Content/AnimStarterPack/Fire_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Fire_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Fire_Shotgun_Hip.uasset
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Content/AnimStarterPack/Fire_Shotgun_Hip.uasset
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Content/AnimStarterPack/Fire_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Fire_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Hit_React_1.uasset
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Content/AnimStarterPack/Hit_React_1.uasset
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Content/AnimStarterPack/Hit_React_2.uasset
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Content/AnimStarterPack/Hit_React_2.uasset
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Content/AnimStarterPack/Hit_React_3.uasset
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Content/AnimStarterPack/Hit_React_3.uasset
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Content/AnimStarterPack/Hit_React_4.uasset
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Content/AnimStarterPack/Hit_React_4.uasset
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Content/AnimStarterPack/Idle_Pistol.uasset
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Content/AnimStarterPack/Idle_Pistol.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break1.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break1.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break2.uasset
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Content/AnimStarterPack/Idle_Rifle_Hip_Break2.uasset
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Content/AnimStarterPack/Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Idle_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Jog_Bwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Bwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Fwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Fwd_Rifle.uasset
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Content/AnimStarterPack/Jog_Lt_Rifle.uasset
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Content/AnimStarterPack/Jog_Lt_Rifle.uasset
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Content/AnimStarterPack/Jog_Rt_Rifle.uasset
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Content/AnimStarterPack/Jog_Rt_Rifle.uasset
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Content/AnimStarterPack/Jump_From_Jog.uasset
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Content/AnimStarterPack/Jump_From_Jog.uasset
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Content/AnimStarterPack/Jump_From_Stand.uasset
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Content/AnimStarterPack/Jump_From_Stand.uasset
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Content/AnimStarterPack/Jump_From_Stand_Ironsights.uasset
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Content/AnimStarterPack/Jump_From_Stand_Ironsights.uasset
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Content/AnimStarterPack/Prone_Death_1.uasset
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Content/AnimStarterPack/Prone_Death_1.uasset
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Content/AnimStarterPack/Prone_Death_2.uasset
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Content/AnimStarterPack/Prone_Death_2.uasset
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Content/AnimStarterPack/Prone_Fire_1.uasset
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Content/AnimStarterPack/Prone_Fire_1.uasset
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Content/AnimStarterPack/Prone_Fire_2.uasset
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Content/AnimStarterPack/Prone_Fire_2.uasset
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Content/AnimStarterPack/Prone_Idle.uasset
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Content/AnimStarterPack/Prone_Idle.uasset
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Content/AnimStarterPack/Prone_Reload_Rifle.uasset
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Content/AnimStarterPack/Prone_Reload_Rifle.uasset
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Content/AnimStarterPack/Prone_Reload_Shotgun.uasset
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Content/AnimStarterPack/Prone_Reload_Shotgun.uasset
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Content/AnimStarterPack/Prone_To_Stand.uasset
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Content/AnimStarterPack/Prone_To_Stand.uasset
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Content/AnimStarterPack/Reload_Pistol.uasset
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Content/AnimStarterPack/Reload_Pistol.uasset
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Content/AnimStarterPack/Reload_Rifle_Hip.uasset
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Content/AnimStarterPack/Reload_Rifle_Hip.uasset
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Content/AnimStarterPack/Reload_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Reload_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Reload_Shotgun_Hip.uasset
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Content/AnimStarterPack/Reload_Shotgun_Hip.uasset
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Content/AnimStarterPack/Reload_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Reload_Shotgun_Ironsights.uasset
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Content/AnimStarterPack/Showcase.umap
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Content/AnimStarterPack/Showcase.umap
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Content/AnimStarterPack/Sprint_Fwd_Rifle.uasset
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Content/AnimStarterPack/Sprint_Fwd_Rifle.uasset
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Content/AnimStarterPack/Stand_To_Prone.uasset
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Content/AnimStarterPack/Stand_To_Prone.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Hip.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Hip.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Stand_to_Crouch_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Throw.uasset
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Content/AnimStarterPack/Throw.uasset
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Content/AnimStarterPack/Throw_Montage.uasset
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Content/AnimStarterPack/Throw_Montage.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_Body.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_Body.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_ChestLogo.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_ChestLogo.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_GlossyBlack_Latex_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_Plastic_Shiny_Beige_LOGO.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/ML_SoftMetal_UE4.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Aluminum01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_D.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Materials/MaterialLayers/T_ML_Rubber_Blue_01_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take1.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take1.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take2.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_CtrlRig_Take2.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_PhysicsAsset.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/SK_Mannequin_PhysicsAsset.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/UE4_Mannequin_Skeleton.uasset
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Content/AnimStarterPack/UE4_Mannequin/Mesh/UE4_Mannequin_Skeleton.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4Man_Logo_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4Man_Logo_N.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_LOGO_CARD.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_LOGO_CARD.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_MAT_MASKA.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin__normals.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_occlusion_Mobile.uasset
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Content/AnimStarterPack/UE4_Mannequin/Textures/UE4_Mannequin_occlusion_Mobile.uasset
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Content/AnimStarterPack/Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Bwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Fwd_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Lt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/Walk_Rt_Rifle_Ironsights.uasset
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Content/AnimStarterPack/dash.uasset
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Content/AnimStarterPack/dash.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/AnimStarterPack/dash_Montage.uasset
(Stored with Git LFS)
Normal file
BIN
Content/AnimStarterPack/dash_Montage.uasset
(Stored with Git LFS)
Normal file
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BIN
Content/Levels/Animation.umap
(Stored with Git LFS)
Normal file
BIN
Content/Levels/Animation.umap
(Stored with Git LFS)
Normal file
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BIN
Content/Levels/TestLevel.umap
(Stored with Git LFS)
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Content/Levels/TestLevel.umap
(Stored with Git LFS)
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BIN
Content/Player/PlayerCharacter.uasset
(Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset
(Stored with Git LFS)
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@ -385,6 +385,8 @@ void UNakatomiCMC::PerformDash()
|
||||
FHitResult Hit;
|
||||
SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, false, Hit);
|
||||
|
||||
NakatomiCharacterOwner->PlayAnimMontage(Dash_Montage);
|
||||
|
||||
SetMovementMode(MOVE_Falling);
|
||||
|
||||
DashStartDelegate.Broadcast();
|
||||
|
@ -94,6 +94,9 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
float Dash_CooldownDuration = 1.0f;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
UAnimMontage* Dash_Montage;
|
||||
|
||||
bool Safe_bWantsToSprint;
|
||||
bool Safe_bWantsToSlide;
|
||||
bool Safe_bWantsToAds;
|
||||
|
@ -139,7 +139,8 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
|
||||
|
||||
if (JumpAction)
|
||||
{
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Triggered, this, &APlayerCharacter::JumpCallback);
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginJumpCallback);
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndJumpCallback);
|
||||
}
|
||||
|
||||
if (FireAction)
|
||||
@ -231,9 +232,16 @@ void APlayerCharacter::LookCallback(const FInputActionInstance& Instance)
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerCharacter::JumpCallback(const FInputActionInstance& Instance)
|
||||
void APlayerCharacter::BeginJumpCallback(const FInputActionInstance& Instance)
|
||||
{
|
||||
Jump();
|
||||
jumpPressed = true;
|
||||
}
|
||||
|
||||
void APlayerCharacter::EndJumpCallback(const FInputActionInstance& Instance)
|
||||
{
|
||||
StopJumping();
|
||||
jumpPressed = false;
|
||||
}
|
||||
|
||||
void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
|
||||
@ -291,6 +299,8 @@ void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance
|
||||
{
|
||||
cmc->EnableSprint();
|
||||
}
|
||||
|
||||
IsSprinting = true;
|
||||
}
|
||||
|
||||
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
||||
@ -299,6 +309,8 @@ void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
||||
{
|
||||
cmc->DisableSprint();
|
||||
}
|
||||
|
||||
IsSprinting = false;
|
||||
}
|
||||
|
||||
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||
@ -691,6 +703,8 @@ void APlayerCharacter::ThrowWeaponCallback()
|
||||
{
|
||||
if (CurrentWeapon)
|
||||
{
|
||||
PlayAnimMontage(ThrowAnimMontage);
|
||||
|
||||
FVector Location;
|
||||
FVector BoxExtent;
|
||||
GetActorBounds(true, Location, BoxExtent, false);
|
||||
@ -714,6 +728,8 @@ void APlayerCharacter::ThrowExplosiveCallback()
|
||||
{
|
||||
if (ThrowableInventory.Num() > 0)
|
||||
{
|
||||
PlayAnimMontage(ThrowAnimMontage);
|
||||
|
||||
FVector Location;
|
||||
FVector BoxExtent;
|
||||
GetActorBounds(true, Location, BoxExtent, false);
|
||||
@ -742,3 +758,18 @@ AThrowable* APlayerCharacter::ThrowThrowable()
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool APlayerCharacter::GetPressedJump()
|
||||
{
|
||||
return jumpPressed;
|
||||
}
|
||||
|
||||
bool APlayerCharacter::GetCrouched()
|
||||
{
|
||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
||||
{
|
||||
return cmc->IsCrouching();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -83,6 +83,9 @@ public:
|
||||
|
||||
FOnEnemyHitDelegate OnEnemyHit;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
UAnimMontage* ThrowAnimMontage;
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
float SprintSpeedMultiplier = 2.0f;
|
||||
@ -121,8 +124,10 @@ private:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
|
||||
UAIPerceptionStimuliSourceComponent* PerceptionSource;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
|
||||
bool IsSprinting = false;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
|
||||
bool IsADS = false;
|
||||
|
||||
float AimSensitivity;
|
||||
@ -132,6 +137,8 @@ private:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
USoundBase* HitMarkerSound;
|
||||
|
||||
bool jumpPressed = false;
|
||||
|
||||
public:
|
||||
// Sets default values for this character's properties
|
||||
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
|
||||
@ -153,7 +160,9 @@ public:
|
||||
|
||||
void LookCallback(const FInputActionInstance& Instance);
|
||||
|
||||
void JumpCallback(const FInputActionInstance& Instance);
|
||||
void BeginJumpCallback(const FInputActionInstance& Instance);
|
||||
|
||||
void EndJumpCallback(const FInputActionInstance& Instance);
|
||||
|
||||
void BeginFireCallback(const FInputActionInstance& Instance);
|
||||
|
||||
@ -212,6 +221,12 @@ public:
|
||||
|
||||
AThrowable* ThrowThrowable();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool GetPressedJump();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool GetCrouched();
|
||||
|
||||
protected:
|
||||
virtual void CalculateHits(TArray<FHitResult>* hits) override;
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user