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