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14 Commits

Author SHA1 Message Date
baz d96a5c837a Merge pull request 'Merge New Animations' (#2) from animations-mk2 into master
Reviewed-on: #2
2024-02-01 02:18:25 +01:00
baz deabd0b223 Play Throw AnimMontage when throwing 2024-02-01 01:00:47 +00:00
baz 957867ecd4 Play Dash AnimMontage when Dashing 2024-02-01 00:53:32 +00:00
baz 957da3946a Create GetCrouched method in PlayerCharacter 2024-02-01 00:53:01 +00:00
baz afc30330a7 Create Animation Monatages 2024-01-31 16:59:44 +00:00
baz c138e138ae anim stuff 2024-01-30 21:25:31 +00:00
baz 8cfdb34cde Add Dash Animation 2024-01-30 21:24:44 +00:00
baz cb5ecbd1e9 Add Throw Animation 2024-01-30 21:24:37 +00:00
baz 550e744e64 Fix Left Elbow Control 2024-01-30 20:31:58 +00:00
baz 83ebd0ff68 Add Animation map 2024-01-30 00:39:53 +00:00
baz c8c65bcd22 Add Mannequin Control Rig 2024-01-30 00:39:45 +00:00
baz 01699f4529 Add ADS animations 2024-01-25 00:01:29 +00:00
baz d3ba88cb3a Add sprinting animation 2024-01-24 17:20:26 +00:00
baz 4c4799b10a Add AnimStarterPack to Project 2024-01-24 17:03:26 +00:00
100 changed files with 341 additions and 8 deletions

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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();

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@ -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;

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@ -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;
}

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@ -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;