Resolve #6: Migrate LumiCharacter to C++ #7
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@@ -3,17 +3,67 @@
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#include "LumiCharacter.h"
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#include "LumiCharacter.h"
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#include "Engine/LocalPlayer.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/Controller.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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#include "GameFramework/CharacterMovementComponent.h"
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DEFINE_LOG_CATEGORY(LogLumiCharacter);
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// Sets default values
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// Sets default values
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ALumiCharacter::ALumiCharacter()
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ALumiCharacter::ALumiCharacter()
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{
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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// PrimaryActorTick.bCanEverTick = true;
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// PrimaryActorTick.bCanEverTick = true;
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f);
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// Allow double jumping
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JumpMaxCount = 2;
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// Don't rotate when the controller rotates. Let that just affect the camera.
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bUseControllerRotationPitch = false;
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(RootComponent);
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CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
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CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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// Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
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FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
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}
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ELumiStance ALumiCharacter::GetCurrentStance() const
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{
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return CurrentStance;
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}
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}
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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void ALumiCharacter::BeginPlay()
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void ALumiCharacter::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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// Add Input Mapping Context
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if (const APlayerController* PlayerController = Cast<APlayerController>(Controller))
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{
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<
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UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
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{
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Subsystem->AddMappingContext(DefaultMappingContext, 0);
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}
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}
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}
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}
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/*
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/*
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@@ -24,8 +74,153 @@ void ALumiCharacter::Tick(float DeltaTime)
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}
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}
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*/
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*/
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bool ALumiCharacter::IsLastJump()
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{
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return JumpCurrentCountPreJump == JumpMaxCount - 1;
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}
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// Called to bind functionality to input
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// Called to bind functionality to input
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void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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void ALumiCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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// Set up action bindings
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if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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// Grabbing
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EnhancedInputComponent->BindAction(GrabAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnGrabActionTriggered);
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// Jumping
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Started,
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this,
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&ALumiCharacter::OnJumpActionStarted);
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Ongoing,
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this,
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&ALumiCharacter::OnJumpActionOngoing);
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EnhancedInputComponent->BindAction(JumpAction,
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ETriggerEvent::Completed,
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this,
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&ALumiCharacter::OnJumpActionCompleted);
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// Moving
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EnhancedInputComponent->BindAction(MoveAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnMoveActionTriggered);
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// Looking
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EnhancedInputComponent->BindAction(LookAction,
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ETriggerEvent::Triggered,
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this,
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&ALumiCharacter::OnLookActionTriggered);
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}
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else
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{
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UE_LOG(
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LogLumiCharacter,
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Error,
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TEXT(
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"'%s' Failed to find an Enhanced Input component! "
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"This template is built to use the Enhanced Input system. "
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"If you intend to use the legacy system, then you will need to update this C++ file."
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),
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*GetNameSafe(this)
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);
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}
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}
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void ALumiCharacter::OnGrabActionTriggered(const FInputActionValue& Value)
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{
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UE_LOG(LogLumiCharacter, Log, TEXT("Grab Triggered"));
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}
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void ALumiCharacter::OnJumpActionStarted(const FInputActionValue& Value)
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{
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// Broadcast that the jump has started
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OnJumpStarted.Broadcast();
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UE_LOG(LogLumiCharacter, Log, TEXT("Jump Started"));
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Jump();
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}
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void ALumiCharacter::OnJumpActionOngoing(const FInputActionValue& Value)
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{
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}
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void ALumiCharacter::OnJumpActionCompleted(const FInputActionValue& Value)
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{
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StopJumping();
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}
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void ALumiCharacter::OnMoveActionTriggered(const FInputActionValue& Value)
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{
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// input is a Vector2D
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const FVector2D MovementVector = Value.Get<FVector2D>();
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if (Controller != nullptr)
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{
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// find out which way is forward
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const FRotator Rotation = Controller->GetControlRotation();
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const FRotator YawRotation(0, Rotation.Yaw, 0);
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// get forward vector
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const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
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// get right vector
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const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
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// add movement
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AddMovementInput(ForwardDirection, MovementVector.Y);
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AddMovementInput(RightDirection, MovementVector.X);
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}
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}
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void ALumiCharacter::OnLookActionTriggered(const FInputActionValue& Value)
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{
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// input is a Vector2D
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const FVector2D LookAxisVector = Value.Get<FVector2D>();
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if (Controller != nullptr)
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{
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// add yaw and pitch input to controller
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AddControllerYawInput(LookAxisVector.X);
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AddControllerPitchInput(LookAxisVector.Y);
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}
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}
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void ALumiCharacter::OnDefaultStance_Implementation()
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{
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UE_LOG(LogLumiCharacter, Log, TEXT("OnDefaultStance_Implementation()"));
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}
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void ALumiCharacter::OnMagicStance_Implementation()
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{
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UE_LOG(LogLumiCharacter, Log, TEXT("OnMagicStance_Implementation()"));
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}
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ELumiStance ALumiCharacter::SetCurrentStance(const ELumiStance NewStance)
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{
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const ELumiStance OldStance = CurrentStance;
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UCharacterMovementComponent* Movement = GetCharacterMovement();
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if (NewStance == ELumiStance::Default)
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{
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Movement->bOrientRotationToMovement = true;
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Movement->bUseControllerDesiredRotation = false;
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OnDefaultStance();
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}
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else if (NewStance == ELumiStance::Magic)
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{
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Movement->bOrientRotationToMovement = false;
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Movement->bUseControllerDesiredRotation = true;
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OnMagicStance();
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}
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CurrentStance = NewStance;
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return OldStance;
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}
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}
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@@ -3,26 +3,168 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "LumiStance.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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#include "Logging/LogMacros.h"
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#include "LumiCharacter.generated.h"
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#include "LumiCharacter.generated.h"
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class USpringArmComponent;
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class UCameraComponent;
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class UInputMappingContext;
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class UInputAction;
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struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogLumiCharacter, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FJumpDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FStanceChangedDelegate,
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ELumiStance, OldStance,
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ELumiStance, NewStance);
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static const FString PlayerStanceEnumPath = TEXT("/Game/Player/E_PlayerStance");
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UCLASS()
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UCLASS()
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class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
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class WIZARDINGCENTRAL_API ALumiCharacter : public ACharacter
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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// Private UPROPERTIE'S --------------------------------------------------------------------------------------------
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// Sets default values for this character's properties
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ALumiCharacter();
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/** Camera boom positioning the camera behind the character */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
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USpringArmComponent* CameraBoom;
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/** Follow camera */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera, meta = (AllowPrivateAccess = "true"))
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UCameraComponent* FollowCamera;
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/** MappingContext */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputMappingContext* DefaultMappingContext;
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/** Grab Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* GrabAction;
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/** Jump Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* JumpAction;
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/** Move Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* MoveAction;
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/** Look Input Action */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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UInputAction* LookAction;
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/** The current stance of the character */
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UPROPERTY(BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
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ELumiStance CurrentStance = ELumiStance::Default;
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protected:
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protected:
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// Called when the game starts or when spawned
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// UFUNCTION's -----------------------------------------------------------------------------------------------------
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virtual void BeginPlay() override;
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/**
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* Set the stance of the character
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*
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* @param NewStance The new stance to set
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* @return The stance before the new stance was set
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*/
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UFUNCTION(BlueprintCallable, Category = "Stance")
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ELumiStance SetCurrentStance(ELumiStance NewStance);
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/**
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* Event called when the character switches to the default stance
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*/
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UFUNCTION(BlueprintNativeEvent, Category = "Stance")
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void OnDefaultStance();
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/**
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* Event called when the character switches to the magic stance
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*/
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UFUNCTION(BlueprintNativeEvent, Category = "Stance")
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void OnMagicStance();
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public:
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public:
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UFUNCTION(BlueprintPure, Category = "LumiCharacter")
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bool IsLastJump();
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public:
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// Public Virtual Functions ----------------------------------------------------------------------------------------
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// Called every frame
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// Called every frame
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// virtual void Tick(float DeltaTime) override;
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// virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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/**
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* Called to bind functionality to input
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* @param PlayerInputComponent The input component to bind to
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*/
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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protected:
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// Protected Virtual Functions -------------------------------------------------------------------------------------
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/**
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* Called when the game starts or when spawned
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*/
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virtual void BeginPlay() override;
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public:
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// Public Functions ------------------------------------------------------------------------------------------------
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/**
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* Sets default values for this character's properties
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*/
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ALumiCharacter();
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/**
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* Getter for @property CurrentStance
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*
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* @return The current stance of the character
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*/
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ELumiStance GetCurrentStance() const;
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private:
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// Private Functions -----------------------------------------------------------------------------------------------
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// Grab
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/**
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* Callback for when the grab action is triggered
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* @param Value The value of the input action
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*/
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void OnGrabActionTriggered(const FInputActionValue& Value);
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// Jump
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/**
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* Callback for when the jump action is started
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* @param Value The value of the input action
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*/
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void OnJumpActionStarted(const FInputActionValue& Value);
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/**
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* Callback for when the jump action is ongoing
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* @param Value The value of the input action
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*/
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void OnJumpActionOngoing(const FInputActionValue& Value);
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/**
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* Callback for when the jump action is completed
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* @param Value The value of the input action
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*/
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void OnJumpActionCompleted(const FInputActionValue& Value);
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// Move
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/**
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* Callback for when the move action is triggered
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* @param Value The value of the input action
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*/
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void OnMoveActionTriggered(const FInputActionValue& Value);
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// Look
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/**
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* Callback for when the look action is triggered
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* @param Value The value of the input action
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*/
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void OnLookActionTriggered(const FInputActionValue& Value);
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public:
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// Delegates -------------------------------------------------------------------------------------------------------
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UPROPERTY(BlueprintAssignable, Category = "Input")
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FJumpDelegate OnJumpStarted;
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UPROPERTY(BlueprintAssignable, Category = "Stance")
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FStanceChangedDelegate OnStanceChanged;
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};
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};
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@@ -0,0 +1,14 @@
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|||||||
|
// Copyright Team Lumi. All Rights Reserved.
|
||||||
|
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "LumiStance.generated.h"
|
||||||
|
|
||||||
|
UENUM(BlueprintType)
|
||||||
|
enum class ELumiStance : uint8
|
||||||
|
{
|
||||||
|
Default UMETA(DisplayName = "Default Stance"),
|
||||||
|
Magic UMETA(DisplayName = "Magic Stance"),
|
||||||
|
};
|
||||||
Reference in New Issue
Block a user