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ActualHorse/ComboInput
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45 Commits 6 Branches 2 Tags
64b2c8e934986d7828447305d4c564b46261176b
Commit Graph
7 Commits
Author SHA1 Message Date
Jamie Greunbaum dcaac98f50 Node colours are now driven by combo input assets, and overridden by the combo action if a colour is set there. 2023-10-03 00:23:30 -04:00
Jamie Greunbaum 510ccb936a ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class. 2023-10-02 18:48:33 -04:00
Jamie Greunbaum 74411baaea Locking inputs now happens without being tied to lists in combo input assets. 2023-09-21 16:02:27 -04:00
Jamie Greunbaum 3e71bb31ae Fixed issues with correctly recognising whether a multi-press input should be locked, or whether it supercedes an active input. 2023-09-12 01:36:50 -04:00
Jamie Greunbaum 9809c36513 Added some extra helper functions to UComboInputAsset, and cleaned up some others. 2023-09-10 20:27:10 -04:00
Jamie Greunbaum 2032b8d23b - Added a header file to prevent an error when creating a shipping build.
- Added comments to help describe what the various data assets do.
2023-09-10 15:13:30 -04:00
Jamie Greunbaum cd4708449f - Buffered inputs are no longer handled by a component on the PlayerController, but by a LocalPlayerSubsystem instead.
- Combo manager connects to this subsystem entirely on its own when its owner is the player character.
2023-09-10 01:47:21 -04:00
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