Exemplo n.º 1
0
void ADA2UE4Creature::BeginCursorOver(UPrimitiveComponent* HitComp)
{
	if (GetCurrentWorld())
	{
		if (GROUP == GROUP_HOSTILE || GROUP == GROUP_HOSTILE_ON_GROUND)
		{
			SetOutline(STENCIL_ENEMY_OUTLINE, true);
			GetCurrentPlayerController()->HandleCursorUpdate("attack");
		}
		else if (GROUP == GROUP_FRIENDLY || GROUP == GROUP_PC)
		{
			if (GetGameMode() == EGameMode::GM_EXPLORE || GetGameMode() == EGameMode::GM_COMBAT)
			{
				SetOutline(STENCIL_FRIENDLY_OUTLINE, true);
			}
			if (GetGameMode() == EGameMode::GM_EXPLORE && CONVERSATION != 0)
			{
				GetCurrentPlayerController()->HandleCursorUpdate("conversation");
			}
		}
		else //if (GROUP == GROUP_NEUTRAL)
		{
			if (GetGameMode() == EGameMode::GM_EXPLORE || GetGameMode() == EGameMode::GM_COMBAT)
			{
				SetOutline(STENCIL_NEUTRAL_OUTLINE, true);
			}
			if (GetGameMode() == EGameMode::GM_EXPLORE && CONVERSATION != 0)
			{
				GetCurrentPlayerController()->HandleCursorUpdate("conversation");
			}
		}
	}
}
Exemplo n.º 2
0
void ADA2UE4Creature::EndCursorOver(UPrimitiveComponent* HitComp)
{
	if (GetCurrentWorld())
	{
		SetOutline(0, false);
		GetCurrentPlayerController()->HandleCursorUpdate("standard");
	}
}
Exemplo n.º 3
0
void URPGEffectBase::Initialize()
{
	IsEffectActive = false;
	EffectsRemoved = 0;
	if(AffectedTarget)
	{
		UWorld* world = GetCurrentWorld(AffectedTarget);
		if(CurrentWorld)
		{
			//OnEffectAppiled_Implementation();
			OnEffectAppiled();
			IsEffectActive = true;
		}
	}
}