Trying to add pre-jump logic and animation

This commit is contained in:
Kevin Poretti 2022-01-29 22:24:26 -05:00
parent 2eeac7443e
commit c73e8b1c5a
6 changed files with 40 additions and 10 deletions

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@ -71,8 +71,15 @@ UPaperFlipbook* AKOFBaseCharacter::GetAnimation(FName Key)
void AKOFBaseCharacter::UpdateAnimation()
{
// need to get the animation based on what state we're in...
// rendering
if(!bIsInAir)
{
if(bWantsToJump)
{
SetAnimationFlipbook("PRE_JUMP");
}
else
{
if(Direction > 0)
{
@ -87,6 +94,7 @@ void AKOFBaseCharacter::UpdateAnimation()
SetAnimationFlipbook("IDLE");
}
}
}
else
{
SetAnimationFlipbook("JUMP_NEUTRAL");
@ -124,7 +132,7 @@ void AKOFBaseCharacter::ProcessInputs(EVirtualGamePadButton Button)
switch(Button)
{
case EVirtualGamePadButton::VGP_Up:
Jump();
bWantsToJump = true;
break;
}
}
@ -202,6 +210,16 @@ void AKOFBaseCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if(!bIsInAir && bWantsToJump)
{
TicksSinceJumpRequested++;
if(TicksSinceJumpRequested >= 4)
{
Jump();
TicksSinceJumpRequested = 0;
bWantsToJump = false;
}
}
// character logic
UpdateMovement(FFixed(DeltaTime));

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@ -99,6 +99,9 @@ protected:
bool bIsInAir;
bool bWantsToJump;
int TicksSinceJumpRequested;
void Jump();
// input and control