Am sad and feel bad.

This commit is contained in:
2025-10-17 16:43:49 -04:00
parent 951b45b07c
commit fc85fa2a5a
103 changed files with 14133 additions and 14468 deletions

View File

@@ -64,7 +64,7 @@ void AAuraPlayerController::CursorTrace()
void AAuraPlayerController::AbilityInputTagPressed(FGameplayTag InputTag)
{
//For Debug of key pressed
GEngine->AddOnScreenDebugMessage(1, 3.f, FColor::Red, *InputTag.ToString());
//GEngine->AddOnScreenDebugMessage(1, 3.f, FColor::Red, *InputTag.ToString());
//Are we targetting something?
if (InputTag.MatchesTagExact(FAuraGameplayTags::Get().Input_InputTag_LMB))
@@ -79,18 +79,15 @@ void AAuraPlayerController::AbilityInputTagReleased(FGameplayTag InputTag)
{
//For Debug of Key Held
GEngine->AddOnScreenDebugMessage(2, 3.f, FColor::Blue, *InputTag.ToString());
//GEngine->AddOnScreenDebugMessage(2, 3.f, FColor::Blue, *InputTag.ToString());
if (!InputTag.MatchesTagExact(FAuraGameplayTags::Get().Input_InputTag_LMB))
{
if (GetASC()) GetASC()->AbilityInputTagReleased(InputTag);
return;
}
if (bTargeting)
{
if (GetASC()) GetASC()->AbilityInputTagReleased(InputTag);
}
else
if (GetASC()) GetASC()->AbilityInputTagReleased(InputTag);
if (!bTargeting && !bShiftKeyDown)
{
APawn* ControlledPawn = GetPawn();
//Why no Splines?
@@ -129,7 +126,7 @@ void AAuraPlayerController::AbilityInputTagHeld(FGameplayTag InputTag)
if (GetASC()) GetASC()->AbilityInputTagHeld(InputTag);
return;
}
if (bTargeting)
if (bTargeting || bShiftKeyDown)
{
if (GetASC()) GetASC()->AbilityInputTagHeld(InputTag);
}
@@ -185,10 +182,13 @@ void AAuraPlayerController::SetupInputComponent()
UAuraInputComponent* AuraInputComponent = CastChecked<UAuraInputComponent>(InputComponent);
AuraInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AAuraPlayerController::Move);
AuraInputComponent->BindAction(ShiftAction, ETriggerEvent::Started, this, &AAuraPlayerController::ShiftPressed);
AuraInputComponent->BindAction(ShiftAction, ETriggerEvent::Completed, this, &AAuraPlayerController::ShiftReleased);
AuraInputComponent->BindAbilityActions(InputConfig, this, &ThisClass::AbilityInputTagPressed, &ThisClass::AbilityInputTagReleased, &ThisClass::AbilityInputTagHeld);
}
void AAuraPlayerController::Move(const FInputActionValue& InputActionValue)
{
const FVector2D InputAxisVector = InputActionValue.Get<FVector2D>();