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bool USkillSlotAction_MoveUP::ClickAction(ETriggerEvent InTriggerEvent, bool InIsShiftedDown, bool InIsCtrlDown)
    {
        switch (InTriggerEvent)
            {
                    case ETriggerEvent::None:
                        break;
                    case ETriggerEvent::Triggered:
                        break;
                    case ETriggerEvent::Started:
                            //-ADD MOVEMENT TAG
                                if (CheckIfCanMove())
                                    {
                                        CharacterPlayerBase->AbilitySystemComponent->SetTagMapCount(DevSettings->IsRunningTag, 1);
                                        return true;
                                    }
                                else
                                    {
                                        CharacterPlayerBase->AbilitySystemComponent->SetTagMapCount(DevSettings->IsRunningTag, 0);
                                    }
                    case ETriggerEvent::Ongoing:
                            if (CheckIfCanMove())
                                {
                                    //-GET FORWARD VECTOR
                                        FRotator NewRotator(0.0f, CharacterPlayerBase->GetControlRotation().Yaw, 0.0f);
                                        FVector ForwardVector = NewRotator.Vector();
                                        if (Character_PawnMovementComponent != nullptr)
                                            {
                                                Character_PawnMovementComponent->StopActiveMovement();
                                            }
                                        CharacterPlayerBase->AddMovementInput(ForwardVector,1);
                                        CharacterPlayerBase->AbilitySystemComponent->SetTagMapCount(DevSettings->IsRunningTag, 1);
                                    return true;
                                }
                            else
                                {
                                    CharacterPlayerBase->AbilitySystemComponent->SetTagMapCount(DevSettings->IsRunningTag, 0);
                                }
                        break;
                    case ETriggerEvent::Canceled:
                            //-REMOVE MOVEMENT TAG
                                CharacterPlayerBase->AbilitySystemComponent->SetTagMapCount(DevSettings->IsRunningTag, 0);
                                return true;
                        break;
                    case ETriggerEvent::Completed:
                        break;
                    default:
                        break;
            }
        return false;
    }
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