void CLogoState::Update(float fDT) { m_fDT = fDT; m_fStateTimer += fDT; m_pGUI->Update(fDT); if (CHECK_BIT(m_nPhaseCheck, 2) == TRUE) { return; } if (m_fStateTimer > IMAGECHANGETIMER) { if (FadeToWhite(fDT, 1.0f) == TRUE) { if (FadeToNotBlack(fDT, 0.0f) == TRUE) { if (CHECK_BIT(m_nPhaseCheck, 0) == FALSE) { SET_BIT(m_nPhaseCheck, 0); m_fStateTimer = 0; m_pGPLogo->SetVisible(false); m_pStudioLogo->SetVisible(true); m_fFadeIn = 0; m_fFadeOut = 0; } else if (CHECK_BIT(m_nPhaseCheck, 1) == FALSE) { SET_BIT(m_nPhaseCheck, 1); m_fStateTimer = 0; m_pStudioLogo->SetVisible(false); m_pTeamLogo->SetVisible(true); m_fFadeIn = 0; m_fFadeOut = 0; } else if (CHECK_BIT(m_nPhaseCheck, 2) == FALSE) { SET_BIT(m_nPhaseCheck, 2); m_fStateTimer = 0; m_pTeamLogo->SetVisible(false); m_fFadeIn = 0; m_fFadeOut = 0; QueueStateChange(STATE_CH_MAINMENU); } } } } if (m_fFadeIn >= 0.0f && FadeToNotBlack(fDT, 0.0f) == FALSE) { return; } }
// Called every frame void APlayerCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (isWalkingForward || isWalkingRight) { if (CanJump()) UGameplayStatics::PlaySoundAtLocation(GetWorld(), WalkSound, GetActorLocation()); } if (isJumpingGruntCheck) { UGameplayStatics::PlaySoundAtLocation(GetWorld(), GruntSound, GetActorLocation()); isJumpingGruntCheck = false; } if (GetVelocity().Z == 0 && isJumpingGroundCheck) { UGameplayStatics::PlaySoundAtLocation(GetWorld(), JumpSound, GetActorLocation()); isJumpingGroundCheck = false; UPeterAnimInstance* PeterAnimInstance = Cast<UPeterAnimInstance>(GetMesh()->GetAnimInstance()); if (PeterAnimInstance) { } } if (CameraIsChanging == true) { UpdateCamera(FantasyCounter); } if (ShowTime == true) { FadeToWhite(); } if (PhysicsHandleActive) { if (PhysicsHandler) { FVector HandleLocation; FVector ControllerForwardVector = UKismetMathLibrary::GetForwardVector(GetControlRotation()); HandleLocation = ControllerForwardVector * 250 + GetActorLocation(); HandleLocation.Z += 50; PhysicsHandler->SetTargetLocationAndRotation(HandleLocation, GetControlRotation()); } } else if (PhysicsHandleActive == false) { PhysicsHandler->ReleaseComponent(); if (PickedUpBox) { PickedUpBox->Drop(this); } } UPeterAnimInstance* PeterAnimInstance = Cast<UPeterAnimInstance>(GetMesh()->GetAnimInstance()); }