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https://github.com/Ed94/Cog.git
synced 2026-07-30 11:20:07 +00:00
CogSample: improve shooting ability (still wip)
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@@ -19,6 +19,4 @@ public:
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UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
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void RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const;
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};
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@@ -294,6 +294,8 @@ void ACogSampleCharacter::InitializeAbilitySystem()
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::RegisterToAbilitySystemEvents()
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{
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GameplayTagPropertyMap.Initialize(this, AbilitySystem);
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//----------------------------------------
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// Register to Tag change events
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//----------------------------------------
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@@ -858,4 +860,17 @@ bool ACogSampleCharacter::GetMontage(FName MontageName, UAnimMontage*& Montage,
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Montage = Row->Montage;
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return Montage != nullptr;
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::SetIsAiming(bool Value)
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{
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if (bIsAiming == Value)
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{
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return;
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}
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bIsAiming = Value;
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OnAimingChanged.Broadcast(this, bIsAiming);
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}
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@@ -1,5 +1,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemInterface.h"
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#include "ActiveGameplayEffectHandle.h"
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#include "AttributeSet.h"
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@@ -10,11 +12,12 @@
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#include "CogSampleProgressionLevelInterface.h"
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#include "CogSampleTargetableInterface.h"
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#include "CogSampleTeamInterface.h"
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "GameplayAbilitySpecHandle.h"
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#include "GameplayEffectTypes.h"
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#include "GameplayTagContainer.h"
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#include "InputActionValue.h"
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#include "CogSampleCharacter.generated.h"
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class UCameraComponent;
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@@ -74,6 +77,7 @@ public:
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//--------------------------------------------------------------------------------------------------------------------------
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCogSampleCharacterEventDelegate, ACogSampleCharacter*, Character);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FCogSampleAimingChangedEventDelegate, ACogSampleCharacter*, Character, bool, IsAiming);
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS(config=Game)
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@@ -144,6 +148,19 @@ public:
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virtual bool IsDead() const override;
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//----------------------------------------------------------------------------------------------------------------------
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// Aiming
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//----------------------------------------------------------------------------------------------------------------------
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UFUNCTION(BlueprintCallable)
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virtual void SetIsAiming(bool Value);
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UFUNCTION(BlueprintPure)
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virtual bool GetIsAiming() const { return bIsAiming; }
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UPROPERTY(BlueprintAssignable)
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FCogSampleAimingChangedEventDelegate OnAimingChanged;
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//----------------------------------------------------------------------------------------------------------------------
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// Team
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//----------------------------------------------------------------------------------------------------------------------
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@@ -166,6 +183,7 @@ public:
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//----------------------------------------------------------------------------------------------------------------------
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// Camera
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//----------------------------------------------------------------------------------------------------------------------
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USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
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UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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@@ -179,6 +197,7 @@ public:
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//----------------------------------------------------------------------------------------------------------------------
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// Input
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//----------------------------------------------------------------------------------------------------------------------
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FVector TransformInputInWorldSpace(const FVector& Input) const;
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FVector GetMoveInput() const { return MoveInput; }
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@@ -280,6 +299,9 @@ protected:
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UPROPERTY()
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AController* InitialController = nullptr;
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UPROPERTY(EditDefaultsOnly, Category = "GameplayTags")
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FGameplayTagBlueprintPropertyMap GameplayTagPropertyMap;
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//----------------------------------------------------------------------------------------------------------------------
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// Inputs
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//----------------------------------------------------------------------------------------------------------------------
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@@ -358,5 +380,12 @@ protected:
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void Client_ApplyRootMotion(const FCogSampleRootMotionParams& Params);
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uint16 ApplyRootMotionShared(const FCogSampleRootMotionParams& Params);
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//----------------------------------------------------------------------------------------------------------------------
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// Aiming
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//----------------------------------------------------------------------------------------------------------------------
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bool bIsAiming = false;
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};
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