Merge remote-tracking branch 'origin/main' into fmod-integration

This commit is contained in:
benroshio 2024-06-11 16:07:25 -04:00
commit d5df643577
54 changed files with 111 additions and 92 deletions

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@ -4,7 +4,6 @@
#include "HYPlayerCharacController.h"
#include "HYGameStateBase.h"
#include "hwanyoung2Character.h"
#include "EnhancedInputComponent.h"
AHYPlayerCharacController::AHYPlayerCharacController()
{
@ -48,19 +47,9 @@ void AHYPlayerCharacController::Interact()
void AHYPlayerCharacController::SetupInputComponent()
{
Super::SetupInputComponent();
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent)) {
EnhancedInputComponent->BindAction(
InteractAction, ETriggerEvent::Triggered,
this, &AHYPlayerCharacController::Interact);
EnhancedInputComponent->BindAction(
ToggleInventoryAction, ETriggerEvent::Triggered,
this, &AHYPlayerCharacController::ReloadInventory);
}
}
void AHYPlayerCharacController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
}

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@ -4,7 +4,6 @@
#include "HYInteractableActor.h"
#include "InventoryItem.h"
#include "InputAction.h"
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "HYPlayerCharacController.generated.h"
@ -44,18 +43,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 InventoryWeightLimit;
/** MappingContext */
UPROPERTY(EditAnywhere, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputMappingContext* InputMapping;
/** Toggle inventory GUI Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* ToggleInventoryAction;
/** Interact Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* InteractAction;
#pragma endregion

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@ -117,6 +117,9 @@ void Ahwanyoung2Character::SetupPlayerInputComponent(class UInputComponent* Play
//Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
//Walking
EnhancedInputComponent->BindAction(WalkAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
//Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look);

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@ -43,6 +43,10 @@ class Ahwanyoung2Character : public ACharacter
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* LookAction;
/** Walk Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
class UInputAction* WalkAction;
#pragma endregion
private:
@ -50,7 +54,6 @@ private:
void Initialize();
public:
Ahwanyoung2Character();
@ -65,6 +68,7 @@ public:
UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
FVector GetStartingCameraBoomLocation();
/** Returns CameraBoom subobject **/
class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/