feat: rifle animations (in progress)
Added some rifle animations Added weapon socket
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Content/Models/T-Pose/Animations/RifleNonAiming/RifleIdle.uasset
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Content/Models/T-Pose/Animations/RifleNonAiming/RifleIdle.uasset
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@ -116,14 +116,17 @@ void UShootingComponent::PickUpGun(UStaticMeshComponent* PickedGunMesh)
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DropGun();
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DropGun();
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget,
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, EAttachmentRule::SnapToTarget,
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EAttachmentRule::KeepRelative, true);
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EAttachmentRule::KeepWorld, true);
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PickedGunMesh->SetSimulatePhysics(false);
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PickedGunMesh->SetSimulatePhysics(false);
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PickedGunMesh->SetCastShadow(false);
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PickedGunMesh->SetCastShadow(false);
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PickedGunMesh->AttachToComponent(PlayerCharacter->Weapon, AttachmentRules, FName(TEXT("GripPoint")));
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PickedGunMesh->AttachToComponent(PlayerCharacter->GetMesh(), AttachmentRules, FName(TEXT("GripPoint")));
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AGunBase* PickedGunBase = Cast<AGunBase>(PickedGunMesh->GetOwner());
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AGunBase* PickedGunBase = Cast<AGunBase>(PickedGunMesh->GetOwner());
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// Tymczasowo
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bHasRifle = true;
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if (IsValid(CurrentGunBase))
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if (IsValid(CurrentGunBase))
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{
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{
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SecondaryGunBase = PickedGunBase;
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SecondaryGunBase = PickedGunBase;
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@ -176,13 +179,16 @@ void UShootingComponent::DropGun()
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StopAiming();
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StopAiming();
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FDetachmentTransformRules DetachmentRules(EDetachmentRule::KeepRelative, EDetachmentRule::KeepRelative,
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FDetachmentTransformRules DetachmentRules(EDetachmentRule::KeepRelative, EDetachmentRule::KeepRelative,
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EDetachmentRule::KeepRelative, false);
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EDetachmentRule::KeepWorld, false);
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CurrentGunMesh->DetachFromComponent(DetachmentRules);
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CurrentGunMesh->DetachFromComponent(DetachmentRules);
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CurrentGunMesh->SetSimulatePhysics(true);
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CurrentGunMesh->SetSimulatePhysics(true);
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CurrentGunMesh->bCastDynamicShadow = true;
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CurrentGunMesh->bCastDynamicShadow = true;
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CurrentGunMesh->CastShadow = true;
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CurrentGunMesh->CastShadow = true;
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// Tymczasowo
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bHasRifle = false;
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CurrentGunMesh = nullptr;
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CurrentGunMesh = nullptr;
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CurrentGunBase = nullptr;
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CurrentGunBase = nullptr;
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}
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}
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@ -33,13 +33,6 @@ AExoPlayerCharacter::AExoPlayerCharacter()
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InteractionComponent = CreateDefaultSubobject<UInteractionComponent>(TEXT("Interaction Component"));
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InteractionComponent = CreateDefaultSubobject<UInteractionComponent>(TEXT("Interaction Component"));
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ShootingComponent = CreateDefaultSubobject<UShootingComponent>(TEXT("Shooting Component"));
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ShootingComponent = CreateDefaultSubobject<UShootingComponent>(TEXT("Shooting Component"));
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Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
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Weapon->SetupAttachment(GetMesh());
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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Weapon->bCastDynamicShadow = false;
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Weapon->CastShadow = false;
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Weapon->SetRelativeLocation(FVector(-50.f, 0.f, -90.f));
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//bUseControllerRotationPitch = false;
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//bUseControllerRotationPitch = false;
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//bUseControllerRotationYaw = true;
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//bUseControllerRotationYaw = true;
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//bUseControllerRotationRoll = false;
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//bUseControllerRotationRoll = false;
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@ -90,6 +90,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mele Attack")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mele Attack")
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float MeleRange = 75.f;
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float MeleRange = 75.f;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Shooting")
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bool bHasRifle = false;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Shooting")
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Shooting")
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AThrowableBase* ThrowableItem = nullptr;
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AThrowableBase* ThrowableItem = nullptr;
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@ -21,9 +21,6 @@ public:
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AExoPlayerCharacter();
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AExoPlayerCharacter();
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/// U PROPERTIES ///
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/// U PROPERTIES ///
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UPROPERTY(EditAnywhere, Category = "Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<UInteractionComponent> InteractionComponent;
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TObjectPtr<UInteractionComponent> InteractionComponent;
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@ -60,8 +57,8 @@ public:
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UPROPERTY(EditAnywhere, Category = "Movement Properties")
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UPROPERTY(EditAnywhere, Category = "Movement Properties")
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float CrouchSpeed = 300.f;
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float CrouchSpeed = 300.f;
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UPROPERTY(EditAnywhere, Category = "Aiming")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aiming")
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float bIsAimingMode = false;
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bool bIsAimingMode = false;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crouch")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Crouch")
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bool bIsCrouchingMode = false;
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bool bIsCrouchingMode = false;
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