This commit is contained in:
Edward R. Gonzalez 2024-04-12 22:37:31 -04:00
parent 4c358ca5c9
commit 20fa7f7116
8 changed files with 23 additions and 7 deletions

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@ -47,6 +47,7 @@ r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1 r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1 r.Shadow.Virtual.Enable=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.CustomDepth=3
[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] [/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'

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@ -1 +1,6 @@
#include "EnemyCharacter.h" #include "EnemyCharacter.h"
AEnemyCharacter::AEnemyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
}

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@ -9,5 +9,5 @@ class GASA_API AEnemyCharacter : public AGasaCharacter
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AEnemyCharacter();
}; };

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@ -15,6 +15,8 @@ AGasaCharacter::AGasaCharacter()
{ {
PrimaryActorTick.bCanEverTick = false; PrimaryActorTick.bCanEverTick = false;
HighlightColor = FLinearColor(0.8, 0.32, 0.05f, 1.f);
UCharacterMovementComponent* UCharacterMovementComponent*
Movement = GetCharacterMovement(); Movement = GetCharacterMovement();
Movement->bOrientRotationToMovement = true; Movement->bOrientRotationToMovement = true;
@ -68,7 +70,7 @@ void AGasaCharacter::Tick(float DeltaSeconds)
, Capsule->GetScaledCapsuleHalfHeight() , Capsule->GetScaledCapsuleHalfHeight()
, Capsule->GetScaledCapsuleRadius() , Capsule->GetScaledCapsuleRadius()
, Capsule->GetComponentRotation() , Capsule->GetComponentRotation()
, FLinearColor(0.8, 0.32, 0.05f, 1.f) , HighlightColor
, 0.f , 0.f
, 1.f , 1.f
); );

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@ -17,6 +17,8 @@ class GASA_API AGasaCharacter : public ACharacter
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
// TODO(Ed): Either make a toggle ore move to player controller if it gets expensive
// There is no need to have this lodged int PlayerCharacter anyway. It can attach to pawn on posses.
#pragma region Camera #pragma region Camera
UPROPERTY(EditAnywhere, Category="Camera") UPROPERTY(EditAnywhere, Category="Camera")
UCameraComponent* Camera; UCameraComponent* Camera;
@ -32,13 +34,19 @@ public:
// This will be implemented in the base until it needs to be lifted into an abstraction. // This will be implemented in the base until it needs to be lifted into an abstraction.
#pragma region Highlighting #pragma region Highlighting
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
EHighlight HighlightState; EHighlight HighlightState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
FLinearColor HighlightColor;
UFUNCTION(BlueprintCallable, Category="Highlighting")
void SetHighlight( EHighlight Desired ); void SetHighlight( EHighlight Desired );
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable, Category="Highlighting")
FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); }; FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable, Category="Highlighting")
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); }; FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
#pragma endregion Highlighting #pragma endregion Highlighting

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@ -13,10 +13,10 @@ public:
#pragma region Cog #pragma region Cog
// To make sure it doesn't get garbage collected. // To make sure it doesn't get garbage collected.
UPROPERTY() UPROPERTY()
TObjectPtr<UObject> CogWindowManagerRef = nullptr; TObjectPtr<UObject> CogWindowManagerRef;
#if ENABLE_COG #if ENABLE_COG
TObjectPtr<UCogWindowManager> CogWindowManager = nullptr; TObjectPtr<UCogWindowManager> CogWindowManager;
#endif // ENABLE_COG #endif // ENABLE_COG
#pragma endregion Cog #pragma endregion Cog