Level3 #11
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/BP_Charles.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/BP_Charles.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/BP_Human.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/BP_Human.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/BP_Player.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BB_StoryNPC.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BB_StoryNPC.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BP_StoryNPC_AIController.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BP_StoryNPC_AIController.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BP_StoryNPC_MoveTarget.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BP_StoryNPC_MoveTarget.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BTT_StoryNPC_Focus.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BTT_StoryNPC_Focus.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BT_StoryNPC.uasset
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UnrealProject/Lost_Edge/Content/Blueprints/Characters/StoryNPC/BT_StoryNPC.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_2/L_Level2.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_2/L_Level2.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/BP_Level3_StartRoom_EndButton.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/BP_Level3_StartRoom_EndButton.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/ExperimentalRoom/BP_Level3_EndBegin.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/ExperimentalRoom/BP_Level3_EndBegin.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/ExperimentalRoom/BP_Level3_EndEnd.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/ExperimentalRoom/BP_Level3_EndEnd.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/ExperimentalRoom/BP_Level3_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/ExperimentalRoom/BP_Level3_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/TechnicalRoom/BP_Level3_TechnicalRoom_Cable.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/TechnicalRoom/BP_Level3_TechnicalRoom_Cable.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/TechnicalRoom/BP_Level3_TechnicalRoom_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Actors/TechnicalRoom/BP_Level3_TechnicalRoom_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_End.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_End.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_ExperimentalRoom_End1.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_ExperimentalRoom_End2.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_ExperimentalRoom_End2.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_ExperimentalRoom_Fail.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_ExperimentalRoom_Fail.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_TechnicalRoom.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Dialogue/DT_Dialogue_Level3_TechnicalRoom.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/EventCodes/E_Level3_RoomCode.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/EventCodes/E_Level3_RoomCode.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/GC_Level3_GlassWall.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/GC_Level3_GlassWall.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/L_Level3.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_3/L_Level3.umap
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Materials/M_Level3_LedGreen.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Materials/M_Level3_LedGreen.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Materials/M_Level3_LedRed1.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Materials/M_Level3_LedRed1.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Materials/TechnicalRoom/MI_Level3_TechnicalRoom_BlinkSiren.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Materials/TechnicalRoom/MI_Level3_TechnicalRoom_BlinkSiren.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Sequences/Seq_Level3_End.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Sequences/Seq_Level3_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Level_3/Sequences/Seq_Level3_Intro.uasset
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UnrealProject/Lost_Edge/Content/Levels/Test/L_Test.umap
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UnrealProject/Lost_Edge/Content/Levels/Test/L_Test.umap
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UnrealProject/Lost_Edge/Content/Models/Characters/Human/BPA_Human.uasset
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UnrealProject/Lost_Edge/Content/Models/Characters/Human/BPA_Human.uasset
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UnrealProject/Lost_Edge/Content/Models/Marketplace/LPGenericPropsSet02/Teapot/SM_TeapotSet01Base.uasset
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UnrealProject/Lost_Edge/Content/Models/Marketplace/LPGenericPropsSet02/Teapot/SM_TeapotSet01Cover.uasset
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UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyServerRoom/SM_wall.uasset
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UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyServerRoom/SM_wall.uasset
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UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyServerRoom/SM_wall_door.uasset
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UnrealProject/Lost_Edge/Content/Models/Marketplace/LowPolyServerRoom/SM_wall_door.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_Journal_Text.uasset
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UnrealProject/Lost_Edge/Content/UI/Components/Classes/UICC_Journal_Text.uasset
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@ -0,0 +1,49 @@
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// Oleg Petruny proprietary.
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#include "CustomCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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void ACustomCharacter::Tick(float DeltaTime)
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{
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ACharacter::Tick(DeltaTime);
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// stabilize move speed by fps
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AddActorLocalOffset(ConsumeMovementInputVector() * DeltaTime);
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// update isMoving flag
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auto loc = GetActorLocation();
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bIsMoving = (loc != oldLocation);
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oldLocation = std::move(loc);
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}
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bool ACustomCharacter::IsMoving()
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{
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return bIsMoving;
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}
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bool ACustomCharacter::IsRunning()
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{
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return GetCharacterMovement()->MaxWalkSpeed > moveSpeed;
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}
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void ACustomCharacter::FlyMode(bool on)
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{
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GetCharacterMovement()->GravityScale = on ? 0.0f : 1.0f;
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}
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void ACustomCharacter::BeginPlay()
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{
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ACharacter::BeginPlay();
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oldLocation = GetActorLocation();
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GetCharacterMovement()->MaxWalkSpeed = moveSpeed;
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}
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void ACustomCharacter::SwitchRun(bool run)
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{
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if(run)
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GetCharacterMovement()->MaxWalkSpeed = moveSpeed * runSpeedMultiplier;
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else
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GetCharacterMovement()->MaxWalkSpeed = moveSpeed;
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}
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@ -0,0 +1,42 @@
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// Oleg Petruny proprietary.
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#pragma once
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#include "GameFramework/Character.h"
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#include "CustomCharacter.generated.h"
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/**
|
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* Extension to the standard editor character class.
|
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* Main intention is to expand animations capabilities.
|
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*/
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UCLASS(Blueprintable, BlueprintType)
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class ACustomCharacter : public ACharacter
|
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{
|
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GENERATED_BODY()
|
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public:
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virtual void Tick(float DeltaTime) override;
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UFUNCTION(BlueprintPure)
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bool IsMoving();
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UFUNCTION(BlueprintPure)
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bool IsRunning();
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UFUNCTION(BlueprintCallable)
|
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void FlyMode(bool on);
|
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protected:
|
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virtual void BeginPlay() override;
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UFUNCTION(BlueprintCallable, Category = Character)
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virtual void SwitchRun(bool run);
|
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|
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UPROPERTY(EditAnywhere)
|
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float moveSpeed = 200;
|
||||
UPROPERTY(EditAnywhere)
|
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float runSpeedMultiplier = 4;
|
||||
|
||||
bool bIsMoving = false;
|
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FVector oldLocation;
|
||||
};
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@ -85,7 +85,8 @@ void UDialogueManager::EnqueDialogue(FDialogueEnqueProperties properties, FDialo
|
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nextDialogues.Enqueue(properties);
|
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endCallbacks.Enqueue(endCallback);
|
||||
|
||||
PlayNextDialogue();
|
||||
if(leadDialogueProperties == nullptr)
|
||||
PlayNextDialogue();
|
||||
}
|
||||
|
||||
void UDialogueManager::PlayNextDialogue()
|
||||
@ -248,7 +249,11 @@ void UDialogueManager::OnDialogueEnd()
|
||||
}
|
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|
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dialoguesLock.Unlock();
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if(!endCallbacks.IsEmpty())
|
||||
|
||||
if(leadDialogueProperties != nullptr)
|
||||
PlayNextDialogue();
|
||||
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||||
if(leadDialogueProperties == nullptr && !endCallbacks.IsEmpty())
|
||||
PlayNextDialogue();
|
||||
|
||||
{
|
||||
|
@ -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;
|
||||
|
@ -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; };
|
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|
@ -26,7 +26,6 @@ namespace
|
||||
}
|
||||
|
||||
APlayerBase::APlayerBase()
|
||||
: ACharacter()
|
||||
{
|
||||
static ConstructorHelpers::FObjectFinder<UInputMappingContext> 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;
|
||||
}
|
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@ -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<EActivatorType>(0xFF));
|
||||
@ -216,10 +187,7 @@ void APlayerBase::SwitchRun(bool run)
|
||||
if(runLocked)
|
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return;
|
||||
|
||||
if(run)
|
||||
GetCharacterMovement()->MaxWalkSpeed = moveSpeed * runSpeedMultiplier;
|
||||
else
|
||||
GetCharacterMovement()->MaxWalkSpeed = moveSpeed;
|
||||
ACustomCharacter::SwitchRun(run);
|
||||
}
|
||||
|
||||
void APlayerBase::UpdatePitch(float min, float max)
|
||||
|
@ -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<class UInteractableActivator*> interactableActivators;
|
||||
UPROPERTY()
|
||||
@ -163,7 +151,6 @@ private:
|
||||
void TakeToInventory(class AActor* actor);
|
||||
void DropItem(class AActor* actor);
|
||||
|
||||
FVector oldLocation;
|
||||
FRotator rotationInput;
|
||||
|
||||
bool itemDropLocked = false;
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user