void UARActionStateComponent::CooldownEnded()
{
	IsRecharing = false;
	IIARActionState* interval = InterfaceCast<IIARActionState>(GetOwner());
	if (interval)
	{
		interval->Execute_OnCooldownEnd(GetOwner());
	}
	OnCooldownEnded.Broadcast();
}
void UARActionStateComponent::CooldownBegin()
{
	IsRecharing = true;
	IIARActionState* interval = InterfaceCast<IIARActionState>(GetOwner());
	if (interval)
	{
		interval->Execute_OnCooldownBegin(GetOwner());
	}
	OnCooldownBegin.Broadcast();
}
Ejemplo n.º 3
0
void AARCharacter::InputStopFireRightWeapon()
{
	if (Equipment->ActiveRightHandWeapon)
	{
		IIARActionState* actionInterface = InterfaceCast<IIARActionState>(Equipment->ActiveRightHandWeapon);
		if (actionInterface)
		{
			actionInterface->InputReleased();
		}
	}
}
Ejemplo n.º 4
0
void AARCharacter::InputFireLeftWeapon()
{
	if (Equipment->ActiveLeftHandWeapon)
	{
		IIARActionState* actionInterface = InterfaceCast<IIARActionState>(Equipment->ActiveLeftHandWeapon);
		if (actionInterface)
		{
			actionInterface->InputPressed();
		}
	}
}
void UARActionStateComponent::CastEnd()
{
	//IsCasting = false;
	IIARActionState* interval = InterfaceCast<IIARActionState>(GetOwner());
	if (interval)
	{
		interval->Execute_OnCastEnd(GetOwner());
	}
	MulticastStopAnimation();
	//if (GetNetMode() == ENetMode::NM_Standalone)
	//	StopCastingAnimation();

	OnActionCastEnd.Broadcast();
}
void UARActionStateComponent::CastBegin()
{
	//IsCasting = true;
	//MulticastPlayAnimation();

	IIARActionState* interval = InterfaceCast<IIARActionState>(GetOwner());
	if (interval)
	{
		interval->Execute_OnCastStart(GetOwner());
	}
	MulticastPlayAnimation2();
	//if (GetNetMode() == ENetMode::NM_Standalone)
	//	PlayCastingAnimation();

	OnActionCastBegin.Broadcast(OwnedTags);
}
void UARActionStateComponent::ActionInterval()
{
	OnActionInterval.Broadcast();
	//IsCasting = true;

	IIARActionState* interval = InterfaceCast<IIARActionState>(GetOwner());
	if (interval)
	{
		interval->Execute_OnActionInterval(GetOwner());
	}

	//if (GetNetMode() == ENetMode::NM_Standalone)
	//	PlayLoop();
	//OnRep_Casting();
	//ServerSetCastingState(true);

	MulticastPlayAnimation();
}
Ejemplo n.º 8
0
void AARCharacter::InputActionButtonOne()
{
	if (Abilities->ActionBarOne[1].Ability.IsValid())
	{
		IIARActionState* actionInterface = InterfaceCast<IIARActionState>(Abilities->ActionBarOne[1].Ability.Get());
		if (actionInterface)
		{
			actionInterface->InputPressed();
		}

		//UARActionStateComponent* comp = ActionButtonOne->FindComponentByClass<UARActionStateComponent>();

		//if (comp)
		//{
		//ActionButtonOne->InputPressed();
		//}
	}
}
Ejemplo n.º 9
0
void UARAbilityComponent::FireAbility()
{
	if (GetOwnerRole() < ROLE_Authority)
	{
		ServerFireAbility();
	}
	else
	{
		if (ActiveAction.Ability.IsValid())
		{//	ActiveAction.Ability->StartAction();

			IIARActionState* actionInterface = InterfaceCast<IIARActionState>(ActiveAction.Ability.Get());
			if (actionInterface)
			{
				actionInterface->InputPressed();
			}
		}
	}
}