63 - Crouch Unequipped
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@ -39,7 +39,7 @@ ABlasterCharacter::ABlasterCharacter()
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GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
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GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
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GetCharacterMovement()->RotationRate = FRotator(0.f, 850.f, 0.f);
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TurningInPlace = ETurningInPlace::ETIP_NotTurning;
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TurningInPlace = ETurningInPlace::ETIP_NotTurning;
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NetUpdateFrequency = 66.f;
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NetUpdateFrequency = 66.f;
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MinNetUpdateFrequency = 33.f;
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MinNetUpdateFrequency = 33.f;
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@ -78,7 +78,7 @@ void ABlasterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
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{
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
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PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ABlasterCharacter::Jump);
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PlayerInputComponent->BindAction("Equip", IE_Pressed, this, &ABlasterCharacter::EquipButtonPressed);
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PlayerInputComponent->BindAction("Equip", IE_Pressed, this, &ABlasterCharacter::EquipButtonPressed);
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PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &ABlasterCharacter::CrouchButtonPressed);
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PlayerInputComponent->BindAction("Crouch", IE_Pressed, this, &ABlasterCharacter::CrouchButtonPressed);
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PlayerInputComponent->BindAction("Aim", IE_Pressed, this, &ABlasterCharacter::AimButtonPressed);
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PlayerInputComponent->BindAction("Aim", IE_Pressed, this, &ABlasterCharacter::AimButtonPressed);
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@ -206,6 +206,18 @@ void ABlasterCharacter::AimOffset(float DeltaTime)
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}
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}
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}
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}
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void ABlasterCharacter::Jump()
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{
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if (bIsCrouched)
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{
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UnCrouch();
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}
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else
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{
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Super::Jump();
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}
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}
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void ABlasterCharacter::ServerEquipButtonPressed_Implementation()
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void ABlasterCharacter::ServerEquipButtonPressed_Implementation()
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{
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{
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EquipButtonPressed();
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EquipButtonPressed();
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@ -31,6 +31,7 @@ protected:
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void AimButtonPressed();
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void AimButtonPressed();
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void AimButtonReleased();
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void AimButtonReleased();
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void AimOffset(float DeltaTime);
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void AimOffset(float DeltaTime);
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virtual void Jump() override;
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private:
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private:
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UPROPERTY(VisibleAnywhere, Category="Camera")
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UPROPERTY(VisibleAnywhere, Category="Camera")
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@ -14,7 +14,7 @@ UCombatComponent::UCombatComponent()
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PrimaryComponentTick.bCanEverTick = false;
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PrimaryComponentTick.bCanEverTick = false;
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BaseWalkSpeed = 600.f;
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BaseWalkSpeed = 600.f;
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AimWalkSpeed = 450.f;
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AimWalkSpeed = 350.f;
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}
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}
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void UCombatComponent::BeginPlay()
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void UCombatComponent::BeginPlay()
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