2 Commits

Author SHA1 Message Date
e2187e3947 test obstacles push 2023-11-27 18:48:48 -05:00
911ffbaa8d Drop hold obstacle 2023-11-27 16:32:38 -05:00
92 changed files with 90 additions and 334 deletions

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[/Script/GameplayTags.GameplayTagsSettings]
ImportTagsFromConfig=True
WarnOnInvalidTags=True
ClearInvalidTags=False
AllowEditorTagUnloading=True
AllowGameTagUnloading=False
FastReplication=False
InvalidTagCharacters="\"\',"
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="Passenger",DevComment="")

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Content/Maps/ThirdPersonMapJoel.umap (Stored with Git LFS)

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// Fill out your copyright notice in the Description page of Project Settings.
#include "MoveComponent.h"
// Sets default values for this component's properties
UMoveComponent::UMoveComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
}
// Called when the game starts
void UMoveComponent::BeginPlay()
{
Super::BeginPlay();
// Set start location
StartRelativeLocation = this->GetRelativeLocation();
//Compute normalized movement
MoveOffsetNorm = MoveOffset;
MoveOffsetNorm.Normalize();
MaxDistance = MoveOffset.Length();
//Check if ticking required
SetComponentTickEnabled(MoveEnable);
}
// Called every frame
void UMoveComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
//Set the current distance
if (MoveEnable)
{
CurDistance += DeltaTime * Speed * MoveDirection;
if (CurDistance >= MaxDistance || CurDistance <= 0.0f) {
MoveDirection *= -1;
}
}
// Compute and set current location
SetRelativeLocation(StartRelativeLocation + MoveOffsetNorm * CurDistance);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "MoveComponent.generated.h"
UCLASS(ClassGroup = (Actors), meta = (BlueprintSpawnableComponent))
class JUMPINGSHIP_API UMoveComponent : public USceneComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UMoveComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
//Offset to move
UPROPERTY(EditAnywhere)
FVector MoveOffset;
private:
friend class FMoveComponentVisualizer;
// Enables the movement of the component
UPROPERTY(EditAnywhere)
bool MoveEnable = true;
//Speed
UPROPERTY(EditAnywhere)
float Speed = 1.0f;
//Computed locations
FVector StartRelativeLocation;
FVector MoveOffsetNorm;
float MaxDistance = 0.0f;
float CurDistance = 0.0f;
float MoveDirection = 1;
};

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@ -7,7 +7,7 @@
AjumpingshipGameMode::AjumpingshipGameMode() AjumpingshipGameMode::AjumpingshipGameMode()
{ {
// set default pawn class to our Blueprinted character // set default pawn class to our Blueprinted character
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacterJoel")); static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
if (PlayerPawnBPClass.Class != NULL) if (PlayerPawnBPClass.Class != NULL)
{ {
DefaultPawnClass = PlayerPawnBPClass.Class; DefaultPawnClass = PlayerPawnBPClass.Class;

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// Fill out your copyright notice in the Description page of Project Settings.
#include "jumpingshipObstacle.h"
// Sets default values
AjumpingshipObstacle::AjumpingshipObstacle()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AjumpingshipObstacle::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AjumpingshipObstacle::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "jumpingshipObstacle.generated.h"
UCLASS()
class JUMPINGSHIP_API AjumpingshipObstacle : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AjumpingshipObstacle();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};