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(); }
void AARCharacter::InputStopFireRightWeapon() { if (Equipment->ActiveRightHandWeapon) { IIARActionState* actionInterface = InterfaceCast<IIARActionState>(Equipment->ActiveRightHandWeapon); if (actionInterface) { actionInterface->InputReleased(); } } }
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(); }
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(); //} } }
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(); } } } }