Trying to add pre-jump logic and animation
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KOFForever/Content/Characters/Terry/BP_Terry.uasset
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KOFForever/Content/Characters/Terry/BP_Terry.uasset
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KOFForever/Content/Characters/Terry/Sprites/PreJump/PreJump.uasset
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KOFForever/Content/Characters/Terry/Sprites/PreJump/PreJump.uasset
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KOFForever/Content/Characters/Terry/Sprites/PreJump/PreJump1.uasset
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KOFForever/Content/Characters/Terry/Sprites/PreJump/PreJump1.uasset
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KOFForever/Content/Characters/Terry/Sprites/PreJump/PreJump2.uasset
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KOFForever/Content/Characters/Terry/Sprites/PreJump/PreJump2.uasset
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@ -71,8 +71,15 @@ UPaperFlipbook* AKOFBaseCharacter::GetAnimation(FName Key)
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void AKOFBaseCharacter::UpdateAnimation()
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{
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// need to get the animation based on what state we're in...
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// rendering
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if(!bIsInAir)
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{
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if(bWantsToJump)
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{
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SetAnimationFlipbook("PRE_JUMP");
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}
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else
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{
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if(Direction > 0)
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{
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@ -87,6 +94,7 @@ void AKOFBaseCharacter::UpdateAnimation()
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SetAnimationFlipbook("IDLE");
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}
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}
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}
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else
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{
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SetAnimationFlipbook("JUMP_NEUTRAL");
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@ -124,7 +132,7 @@ void AKOFBaseCharacter::ProcessInputs(EVirtualGamePadButton Button)
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switch(Button)
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{
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case EVirtualGamePadButton::VGP_Up:
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Jump();
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bWantsToJump = true;
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break;
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}
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}
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@ -202,6 +210,16 @@ void AKOFBaseCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if(!bIsInAir && bWantsToJump)
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{
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TicksSinceJumpRequested++;
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if(TicksSinceJumpRequested >= 4)
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{
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Jump();
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TicksSinceJumpRequested = 0;
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bWantsToJump = false;
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}
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}
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// character logic
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UpdateMovement(FFixed(DeltaTime));
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@ -99,6 +99,9 @@ protected:
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bool bIsInAir;
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bool bWantsToJump;
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int TicksSinceJumpRequested;
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void Jump();
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// input and control
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