Modified the running animation and disable the crouch option
This commit is contained in:
parent
a571d9d4ed
commit
1bad8e09eb
@ -1,3 +1,3 @@
|
|||||||
version https://git-lfs.github.com/spec/v1
|
version https://git-lfs.github.com/spec/v1
|
||||||
oid sha256:8beef2e1629bd45bd960973f6999d501dcdd359b6f5bbc265c4a9e48114acefc
|
oid sha256:1f983f515c9d12a6e03a1f7b7aa98995ad33df081a5d033b12657936ae5aefdf
|
||||||
size 366804
|
size 362516
|
||||||
|
|||||||
@ -0,0 +1,3 @@
|
|||||||
|
version https://git-lfs.github.com/spec/v1
|
||||||
|
oid sha256:a376a1e5834a5326b9cbc63b43682d17c39a5f5b04a62210fe3237771cf34c6c
|
||||||
|
size 928448
|
||||||
@ -7,7 +7,7 @@
|
|||||||
AEndlessZombieGameMode::AEndlessZombieGameMode()
|
AEndlessZombieGameMode::AEndlessZombieGameMode()
|
||||||
{
|
{
|
||||||
// set default pawn class to our Blueprinted character
|
// set default pawn class to our Blueprinted character
|
||||||
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
|
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/OLD/ThirdPerson/Blueprints/BP_ThirdPersonCharacter"));
|
||||||
if (PlayerPawnBPClass.Class != NULL)
|
if (PlayerPawnBPClass.Class != NULL)
|
||||||
{
|
{
|
||||||
DefaultPawnClass = PlayerPawnBPClass.Class;
|
DefaultPawnClass = PlayerPawnBPClass.Class;
|
||||||
|
|||||||
@ -87,7 +87,9 @@ void AZombieCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
|
|||||||
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Move);
|
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Move);
|
||||||
|
|
||||||
// Crouching
|
// Crouching
|
||||||
EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Crouch);
|
//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &AZombieCharacter::Crouch);
|
||||||
|
//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Triggered, this, &ACharacter::);
|
||||||
|
//EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &ACharacter::StopCrouching);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -113,10 +115,10 @@ void AZombieCharacter::Move(const FInputActionValue& Value)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AZombieCharacter::Crouch(const FInputActionValue& Value)
|
//void AZombieCharacter::Crouch(const FInputActionValue& Value)
|
||||||
{
|
//{
|
||||||
|
//
|
||||||
}
|
//}
|
||||||
|
|
||||||
void AZombieCharacter::MoveForwardConstant(float DeltaTime)
|
void AZombieCharacter::MoveForwardConstant(float DeltaTime)
|
||||||
{
|
{
|
||||||
|
|||||||
@ -48,7 +48,7 @@ protected:
|
|||||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||||
|
|
||||||
void Move(const FInputActionValue& Value);
|
void Move(const FInputActionValue& Value);
|
||||||
void Crouch(const FInputActionValue& Value);
|
//void Crouch(const FInputActionValue& Value);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Called every frame
|
// Called every frame
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user