Fix mouse input handling
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@ -156,6 +156,9 @@ void UCutsceneManager::OnSequenceEnd()
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_lastPlayer = nullptr;
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_lastPlayer = nullptr;
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}
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}
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_lastlySkipped = false;
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_holding = false;
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}
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}
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void UCutsceneManager::OnInputHold()
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void UCutsceneManager::OnInputHold()
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@ -3,6 +3,9 @@
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#include "FishingManager.h"
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#include "FishingManager.h"
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#include "EnhancedInputComponent.h"
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#include "InputMappingContext.h"
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#include "MainGameModeBase.h"
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#include "MainGameModeBase.h"
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#include "PlayerBase.h"
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#include "PlayerBase.h"
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@ -20,10 +23,17 @@ void AFishingManager::Start(APlayerBase* playerPawn, FMinigameEndCallback delega
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AMinigame::Start(playerPawn, delegate);
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AMinigame::Start(playerPawn, delegate);
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player->LockPlayer(FPlayerLock::All());
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player->LockPlayer(FPlayerLock::All());
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auto& mapping = input.LoadSynchronous()->GetMapping(0);
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handler1 = player->inputComponent->BindAction(mapping.Action, ETriggerEvent::Started, this, &AFishingManager::OnInputHold).GetHandle();
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handler2 = player->inputComponent->BindAction(mapping.Action, ETriggerEvent::Completed, this, &AFishingManager::OnInputUnhold).GetHandle();
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}
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}
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void AFishingManager::End()
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void AFishingManager::End()
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{
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{
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player->inputComponent->RemoveBindingByHandle(handler1);
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player->inputComponent->RemoveBindingByHandle(handler2);
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player->UnlockPlayer(FPlayerLock::All());
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player->UnlockPlayer(FPlayerLock::All());
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AMinigame::End();
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AMinigame::End();
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@ -43,4 +43,12 @@ public:
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void CatchFailed();
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void CatchFailed();
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protected:
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UFUNCTION(BlueprintImplementableEvent)
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void OnInputHold();
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UFUNCTION(BlueprintImplementableEvent)
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void OnInputUnhold();
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int32 handler1, handler2;
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};
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};
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