Untitled
unknown
plain_text
a year ago
2.8 kB
10
Indexable
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;
}Editor is loading...
Leave a Comment