47 - Equipped Animation Pose
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@ -30,5 +30,5 @@ void UBlasterAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
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bIsInAir = BlasterCharacter->GetCharacterMovement()->IsFalling();
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bIsInAir = BlasterCharacter->GetCharacterMovement()->IsFalling();
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bIsAccelerating = BlasterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0.f;
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bIsAccelerating = BlasterCharacter->GetCharacterMovement()->GetCurrentAcceleration().Size() > 0.f;
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bWeaponEquipped = BlasterCharacter->IsWeaponEquipped();
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}
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}
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@ -32,4 +32,7 @@ private:
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bIsAccelerating;
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bool bIsAccelerating;
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UPROPERTY(BlueprintReadOnly, Category="Movement", meta=(AllowPrivateAccess = "true"))
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bool bWeaponEquipped;
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};
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};
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@ -144,6 +144,11 @@ void ABlasterCharacter::SetOverlappingWeapon(AWeapon* Weapon)
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}
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}
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}
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}
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bool ABlasterCharacter::IsWeaponEquipped()
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{
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return Combat && Combat->EquippedWeapon;
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}
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void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
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void ABlasterCharacter::OnRep_OverlappingWeapon(AWeapon* LastWeapon)
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{
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{
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if (OverlappingWeapon)
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if (OverlappingWeapon)
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@ -50,4 +50,5 @@ private:
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void ServerEquipButtonPressed();
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void ServerEquipButtonPressed();
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public:
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public:
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void SetOverlappingWeapon(AWeapon* Weapon);
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void SetOverlappingWeapon(AWeapon* Weapon);
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bool IsWeaponEquipped();
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};
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};
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@ -6,6 +6,7 @@
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include "Net/UnrealNetwork.h"
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UCombatComponent::UCombatComponent()
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UCombatComponent::UCombatComponent()
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{
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{
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@ -23,6 +24,13 @@ void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActo
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}
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}
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void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCombatComponent, EquippedWeapon);
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}
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void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
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void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
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{
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{
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if (Character == nullptr || WeaponToEquip == nullptr) return;
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if (Character == nullptr || WeaponToEquip == nullptr) return;
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@ -14,9 +14,11 @@ class BLASTER_API UCombatComponent : public UActorComponent
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public:
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public:
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UCombatComponent();
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UCombatComponent();
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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friend class ABlasterCharacter;
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friend class ABlasterCharacter;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void EquipWeapon(class AWeapon* WeaponToEquip);
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void EquipWeapon(class AWeapon* WeaponToEquip);
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protected:
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protected:
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@ -24,5 +26,7 @@ protected:
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private:
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private:
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class ABlasterCharacter* Character;
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class ABlasterCharacter* Character;
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UPROPERTY(Replicated)
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class AWeapon* EquippedWeapon;
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class AWeapon* EquippedWeapon;
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};
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};
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