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deleted file mode 100644 index e4ef05c..0000000 --- a/UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyServerRoom/SM_wall_door.uasset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:ae825a1c074c72feeef444f88c7fd60039ad0f80c1605375029c89b6fefd85a3 -size 57210 diff --git a/UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_Journal_Text.uasset b/UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_Journal_Text.uasset index aa2a735..83c102d 100644 --- a/UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_Journal_Text.uasset +++ b/UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_Journal_Text.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2f32864c6574481aeb9afb282df99dfb520774dfd87b2037bdd587db6081d227 -size 5648 +oid sha256:bcc47f4f085d419f730bc6137eaac8cc30190eb304fcc924a16f201632927bf2 +size 5732 diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CustomCharacter.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CustomCharacter.cpp new file mode 100644 index 0000000..b2f704b --- /dev/null +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CustomCharacter.cpp @@ -0,0 +1,49 @@ +// Oleg Petruny proprietary. + +#include "CustomCharacter.h" + +#include "GameFramework/CharacterMovementComponent.h" + +void ACustomCharacter::Tick(float DeltaTime) +{ + ACharacter::Tick(DeltaTime); + + // stabilize move speed by fps + AddActorLocalOffset(ConsumeMovementInputVector() * DeltaTime); + + // update isMoving flag + auto loc = GetActorLocation(); + bIsMoving = (loc != oldLocation); + oldLocation = std::move(loc); +} + +bool ACustomCharacter::IsMoving() +{ + return bIsMoving; +} + +bool ACustomCharacter::IsRunning() +{ + return GetCharacterMovement()->MaxWalkSpeed > moveSpeed; +} + +void ACustomCharacter::FlyMode(bool on) +{ + GetCharacterMovement()->GravityScale = on ? 0.0f : 1.0f; +} + +void ACustomCharacter::BeginPlay() +{ + ACharacter::BeginPlay(); + + oldLocation = GetActorLocation(); + GetCharacterMovement()->MaxWalkSpeed = moveSpeed; +} + +void ACustomCharacter::SwitchRun(bool run) +{ + if(run) + GetCharacterMovement()->MaxWalkSpeed = moveSpeed * runSpeedMultiplier; + else + GetCharacterMovement()->MaxWalkSpeed = moveSpeed; +} diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CustomCharacter.h b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CustomCharacter.h new file mode 100644 index 0000000..dc8b01e --- /dev/null +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/CustomCharacter.h @@ -0,0 +1,42 @@ +// Oleg Petruny proprietary. + +#pragma once + +#include "GameFramework/Character.h" + +#include "CustomCharacter.generated.h" + +/** + * Extension to the standard editor character class. + * Main intention is to expand animations capabilities. + */ +UCLASS(Blueprintable, BlueprintType) +class ACustomCharacter : public ACharacter +{ + GENERATED_BODY() + +public: + virtual void Tick(float DeltaTime) override; + + UFUNCTION(BlueprintPure) + bool IsMoving(); + UFUNCTION(BlueprintPure) + bool IsRunning(); + + UFUNCTION(BlueprintCallable) + void FlyMode(bool on); + +protected: + virtual void BeginPlay() override; + + UFUNCTION(BlueprintCallable, Category = Character) + virtual void SwitchRun(bool run); + + UPROPERTY(EditAnywhere) + float moveSpeed = 200; + UPROPERTY(EditAnywhere) + float runSpeedMultiplier = 4; + + bool bIsMoving = false; + FVector oldLocation; +}; diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/DialogueManager.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/DialogueManager.cpp index 4aee1c5..2f440bc 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/DialogueManager.cpp +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/DialogueManager.cpp @@ -85,7 +85,8 @@ void UDialogueManager::EnqueDialogue(FDialogueEnqueProperties properties, FDialo nextDialogues.Enqueue(properties); endCallbacks.Enqueue(endCallback); - PlayNextDialogue(); + if(leadDialogueProperties == nullptr) + PlayNextDialogue(); } void UDialogueManager::PlayNextDialogue() @@ -248,7 +249,11 @@ void UDialogueManager::OnDialogueEnd() } dialoguesLock.Unlock(); - if(!endCallbacks.IsEmpty()) + + if(leadDialogueProperties != nullptr) + PlayNextDialogue(); + + if(leadDialogueProperties == nullptr && !endCallbacks.IsEmpty()) PlayNextDialogue(); { diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Activators/InteractableActivator.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Activators/InteractableActivator.cpp index 8f27b5b..2a01711 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Activators/InteractableActivator.cpp +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Interactable/Activators/InteractableActivator.cpp @@ -27,7 +27,7 @@ UInteractableActivator::UInteractableActivator(const FObjectInitializer& ObjectI { for(int32 i = 0; i < ECC_MAX; ++i) { - if(collisions->ReturnChannelNameFromContainerIndex(i) == FName{ TEXT("Interactable") }) + if(collisions->ReturnChannelNameFromContainerIndex(i) == FName{ TEXT("InteractableTrace") }) { collisionChannel = (ECollisionChannel)i; break; diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Levels/LevelBase.h b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Levels/LevelBase.h index ea28374..2702d38 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Levels/LevelBase.h +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/Levels/LevelBase.h @@ -28,7 +28,7 @@ public: inline void CallNextState() { ++state; NextState(); } /** Calls specific event id in level */ - UFUNCTION(BlueprintImplementableEvent) + UFUNCTION(BlueprintImplementableEvent, BlueprintCallable) void CallEvent(int32 id); inline int32 GetState() { return state; }; diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.cpp index cc24fdb..7acdb60 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.cpp +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.cpp @@ -26,7 +26,6 @@ namespace } APlayerBase::APlayerBase() - : ACharacter() { static ConstructorHelpers::FObjectFinder asset{ TEXT("/Script/EnhancedInput.InputMappingContext'/Game/Input/IMC_Player.IMC_Player'") }; context = asset.Object; @@ -53,15 +52,7 @@ APlayerBase::APlayerBase() void APlayerBase::Tick(float DeltaTime) { - ACharacter::Tick(DeltaTime); - - // stabilize move speed by fps - AddActorLocalOffset(ConsumeMovementInputVector() * DeltaTime); - - // update isMoving flag - auto loc = GetActorLocation(); - bIsMoving = (loc != oldLocation); - oldLocation = std::move(loc); + ACustomCharacter::Tick(DeltaTime); rotationInput = FRotator::ZeroRotator; } @@ -80,14 +71,9 @@ APlayerBase* APlayerBase::Get() void APlayerBase::BeginPlay() { - ACharacter::BeginPlay(); + ACustomCharacter::BeginPlay(); - auto world = GetWorld(); - - oldLocation = GetActorLocation(); - GetCharacterMovement()->MaxWalkSpeed = moveSpeed; - - cameraManager = UGameplayStatics::GetPlayerCameraManager(world, 0); + cameraManager = UGameplayStatics::GetPlayerCameraManager(GetWorld(), 0); if(cameraManager) { cameraManager->ViewPitchMin = minPitch; @@ -97,16 +83,6 @@ void APlayerBase::BeginPlay() LoadInteractablesActivators(); } -bool APlayerBase::IsMoving() -{ - return bIsMoving; -} - -bool APlayerBase::IsRunning() -{ - return GetCharacterMovement()->MaxWalkSpeed > moveSpeed; -} - void APlayerBase::LockPlayer(FPlayerLock lock) { walkLocked += lock.walk; @@ -133,11 +109,6 @@ void APlayerBase::UnlockPlayer(FPlayerLock lock) ResetInteractions(); } -void APlayerBase::FlyMode(bool on) -{ - GetCharacterMovement()->GravityScale = on ? 0.0f : 1.0f; -} - void APlayerBase::ResetInteractions() { InteractableDeactivated(lastInteractable, static_cast(0xFF)); @@ -216,10 +187,7 @@ void APlayerBase::SwitchRun(bool run) if(runLocked) return; - if(run) - GetCharacterMovement()->MaxWalkSpeed = moveSpeed * runSpeedMultiplier; - else - GetCharacterMovement()->MaxWalkSpeed = moveSpeed; + ACustomCharacter::SwitchRun(run); } void APlayerBase::UpdatePitch(float min, float max) diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h index 0a59165..4d2d069 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/PlayerBase.h @@ -2,7 +2,7 @@ #pragma once -#include "GameFramework/Character.h" +#include "CustomCharacter.h" #include "PlayerBase.generated.h" @@ -32,7 +32,7 @@ struct FPlayerLock * prepares for work with interactables, and manages basic player input. */ UCLASS(Blueprintable, BlueprintType) -class APlayerBase : public ACharacter +class APlayerBase : public ACustomCharacter { GENERATED_BODY() @@ -40,7 +40,6 @@ public: /** setup input context, camera and inventory */ APlayerBase(); - virtual void Tick(float DeltaTime) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; @@ -48,15 +47,12 @@ public: static APlayerBase* Get(); UFUNCTION(BlueprintPure) - bool IsMoving(); - UFUNCTION(BlueprintPure) - bool IsRunning(); - FVector GetCameraLocation(); + UFUNCTION(BlueprintPure) FVector GetCameraDirection(); + void LockPlayer(const FPlayerLock lock); void UnlockPlayer(const FPlayerLock lock); - void FlyMode(bool on); /** Force interactable activators reset */ void ResetInteractions(); @@ -103,8 +99,7 @@ protected: UFUNCTION(BlueprintCallable, Category = Character) void MoveCharacter(FVector2D value); virtual void Jump() override; - UFUNCTION(BlueprintCallable, Category = Character) - void SwitchRun(bool run); + virtual void SwitchRun(bool run) override; /** Sets camera pitch range */ UFUNCTION(BlueprintCallable, Category = Character) @@ -122,11 +117,6 @@ protected: UFUNCTION(BlueprintCallable, Category = Character) void ShowMenu(); - UPROPERTY(EditAnywhere) - float moveSpeed = 200; - UPROPERTY(EditAnywhere) - float runSpeedMultiplier = 4; - UPROPERTY(EditAnywhere, BlueprintReadWrite) uint8 walkLocked = 0; UPROPERTY(EditAnywhere, BlueprintReadWrite) @@ -148,8 +138,6 @@ protected: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) float maxPitch = 65; - bool bIsMoving = false; - class AInteractable* lastInteractable = nullptr; TArray interactableActivators; UPROPERTY() @@ -163,7 +151,6 @@ private: void TakeToInventory(class AActor* actor); void DropItem(class AActor* actor); - FVector oldLocation; FRotator rotationInput; bool itemDropLocked = false; diff --git a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/QuickTimeEvent.cpp b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/QuickTimeEvent.cpp index 2881328..60f8976 100644 --- a/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/QuickTimeEvent.cpp +++ b/UnrealProject/Lost_Edge/Source/Lost_Edge/Private/QuickTimeEvent.cpp @@ -141,11 +141,17 @@ void UQuickTimeEventManager::OnInput(const FKey& key, bool released) void UQuickTimeEventManager::OnInputPressed(FKey key) { + if(key == EKeys::W || key == EKeys::A || key == EKeys::S || key == EKeys::D) + return; + OnInput(key, false); } void UQuickTimeEventManager::OnInputReleased(FKey key) { + if(key == EKeys::W || key == EKeys::A || key == EKeys::S || key == EKeys::D) + return; + OnInput(key, true); }