Combat with enemies - Part 1

Added character asset for an enemy
Added Hand to Hand Combat animations
EnemyCharacter C++ class based on FunnyPrinceCharacter
New Punch InputAction
Added some Set Dressing in the level
Made day time fixed to a specific value
This commit is contained in:
charnet3d 2024-01-27 21:08:10 +01:00
parent 5f42c4bd9d
commit 00711c681e
96 changed files with 312 additions and 15 deletions

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@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "EnemyCharacter.h"

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@ -0,0 +1,17 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "FunnyPrinceCharacter.h"
#include "EnemyCharacter.generated.h"
/**
*
*/
UCLASS()
class FUNNYPRINCE_API AEnemyCharacter : public AFunnyPrinceCharacter
{
GENERATED_BODY()
};

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@ -3,6 +3,9 @@
#include "FunnyPrinceCharacter.h"
#include "SSTCharacterMovementComponent.h"
#include "Components/InputComponent.h"
#include "EnhancedInputComponent.h"
#include "InputActionValue.h"
DEFINE_LOG_CATEGORY(LogTemplateFunnyPrinceCharacter);
@ -29,6 +32,13 @@ void AFunnyPrinceCharacter::BeginPlay()
void AFunnyPrinceCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
// Punching
EnhancedInputComponent->BindAction(PunchAction, ETriggerEvent::Started, this, &AFunnyPrinceCharacter::Punch);
}
}
bool AFunnyPrinceCharacter::CanJumpInternal_Implementation() const
@ -42,3 +52,8 @@ bool AFunnyPrinceCharacter::CanJumpInternal_Implementation() const
return Super::CanJumpInternal_Implementation();
}
void AFunnyPrinceCharacter::Punch()
{
GetCharacterMovement()->IsFalling()
}

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@ -29,8 +29,16 @@ protected:
virtual bool CanJumpInternal_Implementation() const override;
private:
void Punch();
private:
/** Punch Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
TObjectPtr<class UInputAction> PunchAction;
/** Punch Input Action */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = "true"))
bool IsPunching;
public:
};