Fast stomp implementation
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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GravityStomp/Content/Characters/BP_GSCharacter.uasset
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GravityStomp/Content/Characters/Mannequins/Animations/ABP_Manny.uasset
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GravityStomp/Content/Characters/Mannequins/Animations/Manny/MM_Jump_Montage.uasset
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GravityStomp/Content/Input/Actions/IA_ToggleFastStomp.uasset
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GravityStomp/Content/Input/Actions/IA_ToggleFastStomp.uasset
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@ -107,6 +107,11 @@ void AGSCharacter::Move(const FInputActionValue& Value)
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void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
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void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
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{
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{
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if(!bCanChangeGravity)
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{
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return;
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}
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FVector2D GravityDirection = Value.Get<FVector2D>();
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FVector2D GravityDirection = Value.Get<FVector2D>();
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FVector NewCharacterUpDirection(0.0f, -GravityDirection.X, -GravityDirection.Y);
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FVector NewCharacterUpDirection(0.0f, -GravityDirection.X, -GravityDirection.Y);
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@ -48,6 +48,9 @@ protected:
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/** Called for movement input */
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/** Called for movement input */
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void Move(const FInputActionValue& Value);
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void Move(const FInputActionValue& Value);
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UPROPERTY(BlueprintReadWrite, Category = "Player Actions Flags")
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bool bCanChangeGravity = true;
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/** Called when the player changes the gravity direction */
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/** Called when the player changes the gravity direction */
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void ChangeGravityDirection(const FInputActionValue& Value);
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void ChangeGravityDirection(const FInputActionValue& Value);
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