Modified the running animation and disable the crouch option
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:8beef2e1629bd45bd960973f6999d501dcdd359b6f5bbc265c4a9e48114acefc
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size 366804
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oid sha256:1f983f515c9d12a6e03a1f7b7aa98995ad33df081a5d033b12657936ae5aefdf
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size 362516
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:a376a1e5834a5326b9cbc63b43682d17c39a5f5b04a62210fe3237771cf34c6c
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size 928448
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@ -7,7 +7,7 @@
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AEndlessZombieGameMode::AEndlessZombieGameMode()
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{
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// set default pawn class to our Blueprinted character
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static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
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static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/OLD/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
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if (PlayerPawnBPClass.Class != NULL)
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{
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DefaultPawnClass = PlayerPawnBPClass.Class;
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@ -87,7 +87,9 @@ void AZombieCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Move);
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// Crouching
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EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Crouch);
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//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Crouch);
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//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &ACharacter::);
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//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &ACharacter::StopCrouching);
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}
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}
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@ -113,10 +115,10 @@ void AZombieCharacter::Move(const FInputActionValue& Value)
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}
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}
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void AZombieCharacter::Crouch(const FInputActionValue& Value)
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{
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}
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//void AZombieCharacter::Crouch(const FInputActionValue& Value)
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//{
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//
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//}
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void AZombieCharacter::MoveForwardConstant(float DeltaTime)
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{
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@ -48,7 +48,7 @@ protected:
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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void Move(const FInputActionValue& Value);
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void Crouch(const FInputActionValue& Value);
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//void Crouch(const FInputActionValue& Value);
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public:
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// Called every frame
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