Merge remote-tracking branch 'origin/main' into fmod-integration
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commit
d5df643577
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@ -4,7 +4,6 @@
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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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@ -48,19 +47,9 @@ void AHYPlayerCharacController::Interact()
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void AHYPlayerCharacController::SetupInputComponent()
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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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if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(InputComponent)) {
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EnhancedInputComponent->BindAction(
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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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{
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{
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Super::OnPossess(InPawn);
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}
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}
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@ -4,7 +4,6 @@
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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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@ -44,18 +43,6 @@ 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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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* ToggleInventoryAction;
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/** Interact Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* InteractAction;
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#pragma endregion
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#pragma endregion
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@ -118,6 +118,9 @@ void Ahwanyoung2Character::SetupPlayerInputComponent(class UInputComponent* Play
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//Moving
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//Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
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//Walking
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EnhancedInputComponent->BindAction(WalkAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Move);
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//Looking
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//Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look);
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &Ahwanyoung2Character::Look);
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@ -43,6 +43,10 @@ class Ahwanyoung2Character : public ACharacter
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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* LookAction;
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class UInputAction* LookAction;
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/** Walk Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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class UInputAction* WalkAction;
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#pragma endregion
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#pragma endregion
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private:
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private:
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@ -51,7 +55,6 @@ private:
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public:
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public:
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Ahwanyoung2Character();
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Ahwanyoung2Character();
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//Updates the AbilitysystemComponent's actorInfo, especially in a multiplayer environment
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//Updates the AbilitysystemComponent's actorInfo, especially in a multiplayer environment
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@ -65,6 +68,7 @@ public:
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UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
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UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera")
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FVector GetStartingCameraBoomLocation();
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FVector GetStartingCameraBoomLocation();
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/** Returns CameraBoom subobject **/
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/** Returns CameraBoom subobject **/
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class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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/** Returns FollowCamera subobject **/
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/** Returns FollowCamera subobject **/
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