Code fixes for packaging
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77b55963fa
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@ -62,7 +62,7 @@ InternationalizationPreset=English
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-CulturesToStage=en
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+CulturesToStage=en
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LocalizationTargetCatchAllChunkId=0
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bCookAll=True
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bCookAll=False
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bCookMapsOnly=False
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bSkipEditorContent=True
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bSkipMovies=False
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BIN
Content/Blueprints/Minigames/RythmClick/UI_Minigame_RythmClickCanvas.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Minigames/RythmClick/UI_Minigame_RythmClickCanvas.uasset
(Stored with Git LFS)
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BIN
Content/Levels/Test/Actors/DialogueTest/BP_Test_DialogueSecondary.uasset
(Stored with Git LFS)
BIN
Content/Levels/Test/Actors/DialogueTest/BP_Test_DialogueSecondary.uasset
(Stored with Git LFS)
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@ -19,11 +19,10 @@ public:
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protected:
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virtual void OnRegister() override;
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void Scan();
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virtual void Scan_Implementation() override;
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void NewSeenInteractable(class AInteractable* interactable);
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LOST_EDGE_API void NewSeenInteractable(class AInteractable* interactable);
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virtual void NewSeenInteractable_Implementation(class AInteractable* interactable);
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private:
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@ -49,7 +49,7 @@ void UInteractableActivator::TickComponent(float DeltaTime, enum ELevelTick Tick
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case ELevelTick::LEVELTICK_ViewportsOnly:
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case ELevelTick::LEVELTICK_All:
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USceneComponent::TickComponent(DeltaTime, TickType, ThisTickFunction);
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Scan_Implementation();
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Scan();
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break;
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default:
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break;
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@ -21,13 +21,17 @@ public:
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UInteractableActivator(const FObjectInitializer& ObjectInitializer);
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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LOST_EDGE_API void Rescan();
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virtual void Rescan_Implementation() {}
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FInteractableActivated interactableActivatedDelegate;
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FInteractableActivated interactableDeactivatedDelegate;
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protected:
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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inline void Scan();
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inline virtual void Scan_Implementation() PURE_VIRTUAL(UInteractableActivator::Scan_Implementation, );
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LOST_EDGE_API void Scan();
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virtual void Scan_Implementation() PURE_VIRTUAL(UInteractableActivator::Scan_Implementation, );
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UPROPERTY(EditDefaultsOnly)
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EActivatorType activatorType;
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@ -12,6 +12,11 @@ URaycastInteractableActivator::URaycastInteractableActivator(const FObjectInitia
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activatorType = EActivatorType::Use;
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}
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void URaycastInteractableActivator::Rescan_Implementation()
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{
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_last = nullptr;
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}
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void URaycastInteractableActivator::Scan_Implementation()
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{
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FHitResult result{};
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@ -65,4 +70,4 @@ void URaycastInteractableActivator::Scan_Implementation()
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DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, PrimaryComponentTick.TickInterval, 10, 0.1f);
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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}
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}
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}
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@ -15,8 +15,9 @@ class URaycastInteractableActivator : public UInteractableActivator
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public:
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URaycastInteractableActivator(const FObjectInitializer& ObjectInitializer);
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virtual void Rescan_Implementation() override;
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protected:
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void Scan();
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virtual void Scan_Implementation() override;
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private:
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@ -12,7 +12,6 @@
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "CustomGameInstanceBase.h"
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#include "CustomGameUserSettings.h"
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#include "Interactable/Activators/InteractableActivator.h"
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@ -154,6 +153,9 @@ void APlayerBase::UnlockPlayer(FPlayerLock lock)
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interactionLocked -= lock.interaction;
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cameraLocked -= lock.camera;
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inventoryLocked -= lock.inventory;
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if(!interactionLocked)
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ResetIntractions();
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}
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void APlayerBase::FlyMode(bool on)
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@ -164,6 +166,8 @@ void APlayerBase::FlyMode(bool on)
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void APlayerBase::ResetIntractions()
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{
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InteractableDeactivated(lastInteractable, static_cast<EActivatorType>(0xFF));
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for(auto activator : interactableActivators)
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activator->Rescan();
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}
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FVector APlayerBase::GetCameraDirection()
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@ -267,6 +271,7 @@ void APlayerBase::LoadInteractablesActivators()
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component->interactableDeactivatedDelegate.BindUObject(this, &APlayerBase::InteractableDeactivated);
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component->SetupAttachment(camera);
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component->RegisterComponent();
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interactableActivators.Add(component);
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}
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}
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}
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@ -290,9 +295,6 @@ void APlayerBase::InteractableDeactivated(AInteractable* interactable, EActivato
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if(!interactable)
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return;
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if(interactionLocked)
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return;
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interactable->_Deactivate(type);
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if(interactable->GetActivatedFlags() == 0)
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@ -136,6 +136,7 @@ protected:
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bool bIsMoving = false;
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class AInteractable* lastInteractable = nullptr;
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TArray<class UInteractableActivator*> interactableActivators;
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UPROPERTY()
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class USpringArmComponent* itemDropSpringArm;
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