generated from amasson/UnrealEngineProject
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3 Commits
3b3667245b
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 564d0837c5 | |||
| 6edcd72294 | |||
| 848eb649ab |
6
.gitmodules
vendored
6
.gitmodules
vendored
@@ -7,3 +7,9 @@
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||||
[submodule "Plugins/FactionSystem"]
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path = Plugins/FactionSystem
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url = https://github.com/amasson42/FactionSystem-unreal-plugin.git
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[submodule "Plugins/InteractionSystem"]
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path = Plugins/InteractionSystem
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url = https://github.com/amasson42/InteractionSystem-unreal-plugin.git
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[submodule "Plugins/SlotBasedInventorySystem"]
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path = Plugins/SlotBasedInventorySystem
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url = https://github.com/amasson42/SlotBasedInventorySystem-unreal-plugin.git
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@@ -65,6 +65,8 @@ FontDPI=72
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[/Script/Engine.Engine]
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+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/Wailing")
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+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/Wailing")
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AssetManagerClassName=/Script/GasRpg.GasRpgAssetManager
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bUseFixedFrameRate=True
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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|
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@@ -12,3 +12,5 @@ ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "AFE249BB43CD5968FD7
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bAddPacks=True
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InsertPack=(PackSource="StarterContent.upack",PackName="StarterContent")
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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AbilitySystemGlobalsClassName="/Script/GasRpg.GasRpgAbilitySystemGlobals"
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@@ -77,7 +77,7 @@ DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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DoubleClickTime=0.200000
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DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
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DefaultInputComponentClass=/Script/GasRpg.GRInputComponent
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DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
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-ConsoleKeys=Tilde
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+ConsoleKeys=Tilde
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Content/Wailing/Blueprints/Animations/ABP_Aura.uasset
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Content/Wailing/Blueprints/Animations/ABP_Aura.uasset
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Content/Wailing/Blueprints/Animations/ABP_GoblinSlingshot.uasset
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Content/Wailing/Blueprints/Animations/ABP_GoblinSpear.uasset
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Content/Wailing/Blueprints/Animations/ABP_TopDownCharacterTemplate.uasset
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Content/Wailing/Blueprints/Character/BP_WLCharacterBaseComponent.uasset
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Content/Wailing/Blueprints/Character/NPC/BP_NpcCharacterBase.uasset
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Content/Wailing/Blueprints/Character/NPC/BP_NpcCharacterBase.uasset
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Content/Wailing/Blueprints/Character/Player/BP_Aura.uasset
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Content/Wailing/Blueprints/Game/GM_Wailing.uasset
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Content/Wailing/Blueprints/Player/HUD_Wailing.uasset
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Content/Wailing/Blueprints/Player/PC_Wailing.uasset
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Content/Wailing/Blueprints/Player/PC_Wailing2.uasset
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Content/Wailing/Blueprints/Player/PS_Wailing.uasset
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Content/Wailing/Blueprints/Player/PS_Wailing.uasset
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Content/Wailing/Data/Character/Kits/CK_Base.uasset
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Content/Wailing/Data/Character/Kits/CK_Base.uasset
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Content/Wailing/Input/Actions/AI_AutoRun.uasset
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Content/Wailing/Input/Actions/AI_AutoRun.uasset
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Content/Wailing/Input/Actions/AI_HoldPosition.uasset
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Content/Wailing/Input/Actions/AI_Move.uasset
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Content/Wailing/Input/IMC_Default.uasset
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Submodule Plugins/FactionSystem updated: 691169eda5...8e997faa0e
Submodule Plugins/GasRpg updated: 8347ac37b6...f313afb1fc
1
Plugins/SlotBasedInventorySystem
Submodule
1
Plugins/SlotBasedInventorySystem
Submodule
Submodule Plugins/SlotBasedInventorySystem added at b4b42bea10
106
Source/Wailing/Private/Components/AutoRunComponent.cpp
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106
Source/Wailing/Private/Components/AutoRunComponent.cpp
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@@ -0,0 +1,106 @@
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// Amasson
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#include "Components/AutoRunComponent.h"
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#include "Components/SplineComponent.h"
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#include "NavigationSystem.h"
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#include "NavigationPath.h"
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UAutoRunComponent::UAutoRunComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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PathSpline = CreateDefaultSubobject<USplineComponent>("PathSpline");
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}
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void UAutoRunComponent::SetControlledPawn(APawn* Pawn)
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{
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ControlledPawn = Pawn;
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}
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|
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void UAutoRunComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (bAutoRunning)
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if (IsValid(ControlledPawn) && IsValid(PathSpline))
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{
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const FVector PawnLocation = ControlledPawn->GetActorLocation();
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const float ClosePointKey = PathSpline->FindInputKeyClosestToWorldLocation(PawnLocation);
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const FVector LocationOnSpline = PathSpline->GetLocationAtSplineInputKey(ClosePointKey, ESplineCoordinateSpace::World);
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const FVector SplineDirection = PathSpline->GetDirectionAtSplineInputKey(ClosePointKey, ESplineCoordinateSpace::World);
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const FVector NextTargetPoint = PathSpline->GetLocationAtSplineInputKey(FMath::CeilToFloat(ClosePointKey + 0.5), ESplineCoordinateSpace::World);
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FVector DirectionToNextTargetPoint = NextTargetPoint - PawnLocation;
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DirectionToNextTargetPoint.Normalize();
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ControlledPawn->AddMovementInput((SplineDirection + DirectionToNextTargetPoint) / 2);
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if (ClosePointKey >= static_cast<float>(PathSpline->GetNumberOfSplinePoints()) - 1.1)
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bAutoRunning = false;
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|
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}
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}
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|
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void UAutoRunComponent::StopAutoRun()
|
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{
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bAutoRunning = false;
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}
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void UAutoRunComponent::AutoRunKeyPressed()
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{
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FollowTime = 0;
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bAutoRunning = false;
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}
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void UAutoRunComponent::AutoRunKeyReleased()
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{
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if (!IsValid(ControlledPawn))
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return;
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|
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if (FollowTime < ShortPressThreshold)
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{
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if (UNavigationPath* NavPath = UNavigationSystemV1::FindPathToLocationSynchronously(this, ControlledPawn->GetActorLocation(), CachedDestination))
|
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{
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if (IsValid(PathSpline))
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{
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PathSpline->ClearSplinePoints();
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for (const FVector& PointLoc : NavPath->PathPoints)
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{
|
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PathSpline->AddSplinePoint(PointLoc, ESplineCoordinateSpace::World);
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}
|
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}
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if (!NavPath->PathPoints.IsEmpty())
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CachedDestination = NavPath->PathPoints[NavPath->PathPoints.Num() - 1];
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OnAutoWalkBegin.Broadcast(this, CachedDestination);
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bAutoRunning = true;
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}
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}
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}
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void UAutoRunComponent::AutoRunKeyHold(float DeltaTime, const FHitResult& CursorHit)
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{
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FollowTime += DeltaTime;
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|
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if (CursorHit.bBlockingHit)
|
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{
|
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CachedDestination = CursorHit.ImpactPoint;
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if (IsValid(ControlledPawn))
|
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{
|
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const FVector WorldDirection = (CachedDestination - ControlledPawn->GetActorLocation()).GetSafeNormal();
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ControlledPawn->AddMovementInput(WorldDirection);
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}
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}
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}
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bool UAutoRunComponent::IsAtDestination() const
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{
|
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if (!IsValid(ControlledPawn))
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return false;
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const float SquaredDistanceToDestination = (ControlledPawn->GetActorLocation() - CachedDestination).SquaredLength();
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const float SquaredAcceptanceRadius = AutoRunAcceptanceRadius * AutoRunAcceptanceRadius;
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return SquaredDistanceToDestination <= SquaredAcceptanceRadius;
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}
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5
Source/Wailing/Private/Data/WLCharacterKit.cpp
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5
Source/Wailing/Private/Data/WLCharacterKit.cpp
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@@ -0,0 +1,5 @@
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// Copyright by amasson
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#include "Data/WLCharacterKit.h"
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103
Source/Wailing/Private/Player/WLPlayerController.cpp
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103
Source/Wailing/Private/Player/WLPlayerController.cpp
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@@ -0,0 +1,103 @@
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// Copyright by amasson
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|
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#include "Player/WLPlayerController.h"
|
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#include "Components/InteractionControllerComponent.h"
|
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#include "Components/AutoRunComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "EnhancedInputComponent.h"
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|
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|
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AWLPlayerController::AWLPlayerController()
|
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{
|
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InteractionComponent = CreateDefaultSubobject<UInteractionControllerComponent>("InteractionComponent");
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AutoRunComponent = CreateDefaultSubobject<UAutoRunComponent>("AutoRunComponent");
|
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|
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bShowMouseCursor = true;
|
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DefaultMouseCursor = EMouseCursor::Default;
|
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}
|
||||
|
||||
void AWLPlayerController::BeginPlay()
|
||||
{
|
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Super::BeginPlay();
|
||||
|
||||
if (UEnhancedInputLocalPlayerSubsystem* InputSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
|
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{
|
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checkf(InputContext, TEXT("WLPlayerController: Invalid Input Context"));
|
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InputSubsystem->AddMappingContext(InputContext, 0);
|
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}
|
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|
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FInputModeGameAndUI InputModeData;
|
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InputModeData.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
|
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InputModeData.SetHideCursorDuringCapture(false);
|
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SetInputMode(InputModeData);
|
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}
|
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|
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void AWLPlayerController::AcknowledgePossession(APawn* P)
|
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{
|
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Super::AcknowledgePossession(P);
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AutoRunComponent->SetControlledPawn(P);
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}
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|
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void AWLPlayerController::SetupInputComponent()
|
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{
|
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Super::SetupInputComponent();
|
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|
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent))
|
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{
|
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ThisClass::Move);
|
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EnhancedInputComponent->BindAction(HoldPositionAction, ETriggerEvent::Triggered, this, &ThisClass::HoldPositionPressed);
|
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EnhancedInputComponent->BindAction(HoldPositionAction, ETriggerEvent::Completed, this, &ThisClass::HoldPositionReleased);
|
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EnhancedInputComponent->BindAction(AutoRunAction, ETriggerEvent::Started, this, &ThisClass::AutoRunPressed);
|
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EnhancedInputComponent->BindAction(AutoRunAction, ETriggerEvent::Triggered, this, &ThisClass::AutoRunHeld);
|
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EnhancedInputComponent->BindAction(AutoRunAction, ETriggerEvent::Completed, this, &ThisClass::AutoRunReleased);
|
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}
|
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}
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|
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void AWLPlayerController::Move(const FInputActionValue& InputActionValue)
|
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{
|
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const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();
|
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|
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if (InputAxisVector.IsNearlyZero())
|
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return;
|
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|
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AutoRunComponent->StopAutoRun();
|
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const FRotator Rotation = GetControlRotation();
|
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const FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f);
|
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const FRotationMatrix RotationMatrix(YawRotation);
|
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|
||||
const FVector ForwardVector = RotationMatrix.GetUnitAxis(EAxis::X);
|
||||
const FVector RightVector = RotationMatrix.GetUnitAxis(EAxis::Y);
|
||||
|
||||
if (APawn* ControlledPawn = GetPawn<APawn>())
|
||||
{
|
||||
ControlledPawn->AddMovementInput(ForwardVector, InputAxisVector.Y);
|
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ControlledPawn->AddMovementInput(RightVector, InputAxisVector.X);
|
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}
|
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}
|
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|
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void AWLPlayerController::AutoRunPressed()
|
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{
|
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AutoRunComponent->AutoRunKeyPressed();
|
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}
|
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|
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void AWLPlayerController::AutoRunHeld()
|
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{
|
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AutoRunComponent->AutoRunKeyHold(GetWorld()->GetDeltaSeconds(), InteractionComponent->GetCursorHit());
|
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}
|
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|
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void AWLPlayerController::AutoRunReleased()
|
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{
|
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AutoRunComponent->AutoRunKeyReleased();
|
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}
|
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|
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void AWLPlayerController::HoldPositionPressed()
|
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{
|
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AutoRunComponent->HoldPositionPressed();
|
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}
|
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|
||||
void AWLPlayerController::HoldPositionReleased()
|
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{
|
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AutoRunComponent->HoldPositionReleased();
|
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}
|
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73
Source/Wailing/Public/Components/AutoRunComponent.h
Normal file
73
Source/Wailing/Public/Components/AutoRunComponent.h
Normal file
@@ -0,0 +1,73 @@
|
||||
// Amasson
|
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|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "AutoRunComponent.generated.h"
|
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|
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class USplineComponent;
|
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|
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnAutoWalkBeginSignature, UAutoRunComponent*, AutoRunComponent, FVector, Destination);
|
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|
||||
|
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
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class WAILING_API UAutoRunComponent : public UActorComponent
|
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{
|
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GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UAutoRunComponent();
|
||||
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FOnAutoWalkBeginSignature OnAutoWalkBegin;
|
||||
|
||||
void SetControlledPawn(APawn* Pawn);
|
||||
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
void StopAutoRun();
|
||||
|
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void AutoRunKeyPressed();
|
||||
void AutoRunKeyReleased();
|
||||
void AutoRunKeyHold(float DeltaTime, const FHitResult& CursorHit);
|
||||
|
||||
void HoldPositionPressed()
|
||||
{
|
||||
bIsHoldingPosition = true;
|
||||
}
|
||||
|
||||
void HoldPositionReleased()
|
||||
{
|
||||
bIsHoldingPosition = false;
|
||||
}
|
||||
|
||||
bool ShouldAutoRun()
|
||||
{
|
||||
return !bIsHoldingPosition;
|
||||
}
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Components")
|
||||
USplineComponent* GetPathSpline() const { return PathSpline; }
|
||||
|
||||
private:
|
||||
|
||||
FVector CachedDestination = FVector::ZeroVector;
|
||||
float FollowTime = 0.0f;
|
||||
float ShortPressThreshold = 0.2f;
|
||||
bool bAutoRunning = false;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
float AutoRunAcceptanceRadius = 50.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere)
|
||||
TObjectPtr<USplineComponent> PathSpline;
|
||||
|
||||
TObjectPtr<APawn> ControlledPawn;
|
||||
|
||||
bool bIsHoldingPosition;
|
||||
|
||||
bool IsAtDestination() const;
|
||||
|
||||
};
|
||||
18
Source/Wailing/Public/Data/WLCharacterKit.h
Normal file
18
Source/Wailing/Public/Data/WLCharacterKit.h
Normal file
@@ -0,0 +1,18 @@
|
||||
// Copyright by amasson
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Data/GRCharacterKit.h"
|
||||
#include "WLCharacterKit.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class WAILING_API UWLCharacterKit : public UGRCharacterKit
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
|
||||
60
Source/Wailing/Public/Player/WLPlayerController.h
Normal file
60
Source/Wailing/Public/Player/WLPlayerController.h
Normal file
@@ -0,0 +1,60 @@
|
||||
// Copyright by amasson
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Player/GRPlayerController.h"
|
||||
#include "WLPlayerController.generated.h"
|
||||
|
||||
class UInputAction;
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class WAILING_API AWLPlayerController : public AGRPlayerController
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
protected:
|
||||
|
||||
AWLPlayerController();
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
virtual void AcknowledgePossession(APawn* P) override;
|
||||
|
||||
virtual void SetupInputComponent() override;
|
||||
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = true))
|
||||
TObjectPtr<class UInteractionControllerComponent> InteractionComponent;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AutoRun", meta = (AllowPrivateAccess = true))
|
||||
TObjectPtr<class UAutoRunComponent> AutoRunComponent;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
TObjectPtr<class UInputMappingContext> InputContext;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
TObjectPtr<UInputAction> MoveAction;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
TObjectPtr<UInputAction> HoldPositionAction;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Input")
|
||||
TObjectPtr<UInputAction> AutoRunAction;
|
||||
|
||||
private:
|
||||
|
||||
|
||||
void Move(const struct FInputActionValue& InputActionValue);
|
||||
|
||||
void AutoRunPressed();
|
||||
void AutoRunHeld();
|
||||
void AutoRunReleased();
|
||||
|
||||
void HoldPositionPressed();
|
||||
void HoldPositionReleased();
|
||||
|
||||
};
|
||||
@@ -10,7 +10,14 @@ public class Wailing : ModuleRules
|
||||
|
||||
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(new string[] { });
|
||||
PrivateDependencyModuleNames.AddRange(new string[] {
|
||||
"AIModule",
|
||||
"EnhancedInput",
|
||||
"FactionSystem",
|
||||
"GasRpg",
|
||||
"NavigationSystem",
|
||||
"InteractionSystem",
|
||||
});
|
||||
|
||||
// Uncomment if you are using Slate UI
|
||||
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
|
||||
|
||||
@@ -7,7 +7,10 @@
|
||||
{
|
||||
"Name": "Wailing",
|
||||
"Type": "Runtime",
|
||||
"LoadingPhase": "Default"
|
||||
"LoadingPhase": "Default",
|
||||
"AdditionalDependencies": [
|
||||
"GasRpg"
|
||||
]
|
||||
}
|
||||
],
|
||||
"Plugins": [
|
||||
@@ -17,6 +20,10 @@
|
||||
"TargetAllowList": [
|
||||
"Editor"
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "FunctionalTestingEditor",
|
||||
"Enabled": true
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user