Modified the running animation and disable the crouch option

This commit is contained in:
JKuijperM 2022-12-28 17:20:08 +01:00
parent a571d9d4ed
commit 1bad8e09eb
5 changed files with 14 additions and 9 deletions

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@ -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

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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:a376a1e5834a5326b9cbc63b43682d17c39a5f5b04a62210fe3237771cf34c6c
size 928448

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@ -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;

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@ -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)
{ {

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@ -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