diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index cb98d72e..66e64c06 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -1,8 +1,8 @@ [/Script/EngineSettings.GameMapsSettings] -GameDefaultMap=/Game/Prototypes/ShooterPrototype.ShooterPrototype -EditorStartupMap=/Game/Prototypes/ShooterPrototype.ShooterPrototype +GameDefaultMap=/Game/_Game/Maps/ShooterTemple.ShooterTemple +EditorStartupMap=/Game/_Game/Maps/ShooterTemple.ShooterTemple GlobalDefaultGameMode=/Game/_Game/GameMode/ShooterGameModeBaseBP.ShooterGameModeBaseBP_C [/Script/HardwareTargeting.HardwareTargetingSettings] @@ -111,3 +111,53 @@ DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOu MinDeltaVelocityForHitEvents=0.000000 ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double) +[/Script/NavigationSystem.RecastNavMesh] +bDrawPolyEdges=False +bDistinctlyDrawTilesBeingBuilt=True +DrawOffset=10.000000 +bFixedTilePoolSize=False +TilePoolSize=1024 +TileSizeUU=1000.000000 +CellSize=19.000000 +CellHeight=36.000000 +NavMeshResolutionParams[0]=(CellSize=38.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) +NavMeshResolutionParams[1]=(CellSize=19.000000,CellHeight=36.000000,AgentMaxStepHeight=60.000000) +NavMeshResolutionParams[2]=(CellSize=19.000000,CellHeight=10.000000,AgentMaxStepHeight=35.000000) +AgentRadius=34.000000 +AgentHeight=144.000000 +AgentMaxSlope=44.000000 +AgentMaxStepHeight=35.000000 +MinRegionArea=0.000000 +MergeRegionSize=400.000000 +MaxSimplificationError=1.300000 +MaxSimultaneousTileGenerationJobsCount=1024 +TileNumberHardLimit=1048576 +DefaultDrawDistance=5000.000000 +DefaultMaxSearchNodes=2048.000000 +DefaultMaxHierarchicalSearchNodes=2048.000000 +RegionPartitioning=Watershed +LayerPartitioning=Watershed +RegionChunkSplits=2 +LayerChunkSplits=2 +bSortNavigationAreasByCost=True +bIsWorldPartitioned=False +bPerformVoxelFiltering=True +bMarkLowHeightAreas=False +bUseExtraTopCellWhenMarkingAreas=True +bFilterLowSpanSequences=False +bFilterLowSpanFromTileCache=False +bDoFullyAsyncNavDataGathering=False +bUseBetterOffsetsFromCorners=True +bStoreEmptyTileLayers=False +bUseVirtualFilters=True +bUseVirtualGeometryFilteringAndDirtying=False +bAllowNavLinkAsPathEnd=False +TimeSliceFilterLedgeSpansMaxYProcess=13 +TimeSliceLongDurationDebug=0.002000 +InvokerTilePriorityBumpDistanceThresholdInTileUnits=1 +InvokerTilePriorityBumpIncrease=1 +bUseVoxelCache=False +TileSetUpdateInterval=1.000000 +HeuristicScale=0.999000 +VerticalDeviationFromGroundCompensation=0.000000 + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini index 463466fe..ea5ad7b8 100644 --- a/Config/DefaultInput.ini +++ b/Config/DefaultInput.ini @@ -97,6 +97,7 @@ DoubleClickTime=0.200000 +ActionMappings=(ActionName="3Key",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Three) 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a/Content/_Game/Weapons/BaseWeapon/BaseWeaponBP.uasset +++ b/Content/_Game/Weapons/BaseWeapon/BaseWeaponBP.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:eeb0ce59ac5573fa8dc700ca8f2494b1e3d5750bdf55cfb34344db12177b009a -size 53833 +oid sha256:84512d0492609b1b62816fa4d737ffa03e7d6017c946cfac45adc668b9aaad39 +size 75352 diff --git a/Source/Shooter/ShooterCharacter.cpp b/Source/Shooter/ShooterCharacter.cpp index 2bc7dbb1..b1fd3448 100644 --- a/Source/Shooter/ShooterCharacter.cpp +++ b/Source/Shooter/ShooterCharacter.cpp @@ -80,8 +80,8 @@ AShooterCharacter::AShooterCharacter() : EquipSoundResetTime(0.2f), // Icon animation property HighlightedSlot(-1), - Health(100.f), - MaxHealth(100.f), + Health(80.f), + MaxHealth(80.f), StunChance(.25f), bDying(false) { @@ -206,6 +206,8 @@ void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo PlayerInputComponent->BindAction("3Key", IE_Pressed, this, &AShooterCharacter::Key3Pressed); PlayerInputComponent->BindAction("4Key", IE_Pressed, this, &AShooterCharacter::Key4Pressed); PlayerInputComponent->BindAction("5Key", IE_Pressed, this, &AShooterCharacter::Key5Pressed); + + PlayerInputComponent->BindAction("Quit", IE_Pressed, this, &AShooterCharacter::QuitPressed); } float AShooterCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, @@ -470,6 +472,11 @@ void AShooterCharacter::Key5Pressed() ExchangeInventoryItems(EquippedWeapon->GetSlotIndex(), 5); } +void AShooterCharacter::QuitPressed() +{ + UKismetSystemLibrary::QuitGame(GetWorld(), Cast(GetController()), EQuitPreference::Quit, false); +} + void AShooterCharacter::ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex) { if (bDying) return; @@ -681,7 +688,10 @@ void AShooterCharacter::FireWeapon() if (bDying) return; if (!EquippedWeapon) return; if (CombatState != ECombatState::ECS_Unoccupied) return; - if (!WeaponHasAmmo()) return; + if (!WeaponHasAmmo()) + { + ReloadWeapon(); + } PlayFireSound(); SendBullet(); diff --git a/Source/Shooter/ShooterCharacter.h b/Source/Shooter/ShooterCharacter.h index 3335928f..2fbc8528 100644 --- a/Source/Shooter/ShooterCharacter.h +++ b/Source/Shooter/ShooterCharacter.h @@ -212,6 +212,8 @@ protected: void Key3Pressed(); void Key4Pressed(); void Key5Pressed(); + + void QuitPressed(); void ExchangeInventoryItems(int32 CurrentItemIndex, int32 NewItemIndex); @@ -525,6 +527,8 @@ private: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true)) UAnimMontage* DeathMontage; + /** When the Character health is 0 and dying animation started */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true)) bool bDying; public: /* Returns CameraBoom SubObject */