Merge remote-tracking branch 'origin/main' into fmod-integration
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hwanyoung2/Content/Hwanyoung/Character/PlayerCharacter/BP_HYPlayerCharacController.uasset
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@ -4,6 +4,7 @@
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#include "HYPlayerCharacController.h"
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#include "HYPlayerCharacController.h"
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#include "HYGameStateBase.h"
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#include "HYGameStateBase.h"
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#include "hwanyoung2Character.h"
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#include "hwanyoung2Character.h"
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#include "EnhancedInputComponent.h"
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AHYPlayerCharacController::AHYPlayerCharacController()
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AHYPlayerCharacController::AHYPlayerCharacController()
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{
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{
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@ -48,9 +49,15 @@ void AHYPlayerCharacController::SetupInputComponent()
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{
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{
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Super::SetupInputComponent();
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Super::SetupInputComponent();
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InputComponent->BindAction(
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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent)) {
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"Interact", IE_Pressed, this,
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EnhancedInputComponent->BindAction(
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&AHYPlayerCharacController::Interact);
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InteractAction, ETriggerEvent::Triggered,
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this, &AHYPlayerCharacController::Interact);
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EnhancedInputComponent->BindAction(
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ToggleInventoryAction, ETriggerEvent::Triggered,
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this, &AHYPlayerCharacController::ReloadInventory);
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}
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}
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}
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void AHYPlayerCharacController::OnPossess(APawn* InPawn)
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void AHYPlayerCharacController::OnPossess(APawn* InPawn)
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@ -4,7 +4,7 @@
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#include "HYInteractableActor.h"
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#include "HYInteractableActor.h"
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#include "InventoryItem.h"
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#include "InventoryItem.h"
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#include "InputAction.h"
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/PlayerController.h"
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#include "HYPlayerCharacController.generated.h"
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#include "HYPlayerCharacController.generated.h"
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@ -44,6 +44,10 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 InventoryWeightLimit;
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int32 InventoryWeightLimit;
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/** MappingContext */
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UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputMappingContext* InputMapping;
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/** Toggle inventory GUI Input Action */
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/** Toggle inventory GUI Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* ToggleInventoryAction;
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class UInputAction* ToggleInventoryAction;
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@ -50,9 +50,11 @@ void Ahwanyoung2Character::BeginPlay()
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{
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{
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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{
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{
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Subsystem->AddMappingContext(DefaultMappingContext, 0);
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Subsystem->AddMappingContext(InputMapping, 0);
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}
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}
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}
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}
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}
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}
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void Ahwanyoung2Character::CheckForInteractables()
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void Ahwanyoung2Character::CheckForInteractables()
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@ -4,7 +4,7 @@
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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#include "InputActionValue.h"
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#include "InputAction.h"
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#include "hwanyoung2.h"
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#include "hwanyoung2.h"
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#include "hwanyoung2Character.generated.h"
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#include "hwanyoung2Character.generated.h"
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@ -28,8 +28,8 @@ class Ahwanyoung2Character : public ACharacter
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#pragma region Character Gameplay Input Action
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#pragma region Character Gameplay Input Action
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/** MappingContext */
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputMappingContext* DefaultMappingContext;
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class UInputMappingContext* InputMapping;
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/** Jump Input Action */
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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