Jamie Greunbaum
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7ed3df2cc8
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ComboInput icons altered a bit to make them look different. These will be replaced eventually, but at least things look a bit nicer now.
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2023-09-18 01:33:40 -04:00 |
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Jamie Greunbaum
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3b7b845959
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Asset icons are now displayed correctly.
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2023-09-18 00:29:41 -04:00 |
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Jamie Greunbaum
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095cf66937
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Release actions are now supported, and fired the same frame as an Activated action if the action was buffered and then released.
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2023-09-17 17:35:43 -04:00 |
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Jamie Greunbaum
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6af0b1c23a
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Working on implementing combo release actions in a way that works reliably.
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2023-09-17 15:10:50 -04:00 |
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Jamie Greunbaum
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1d2dcdd693
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Implemented fallback actions, so combo inputs that aren't mapped to the current combo sequence node, or any node, can still have an action associated with them.
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2023-09-17 12:25:04 -04:00 |
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Jamie Greunbaum
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b24d7af1a3
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Combo actions finally have Blueprint event nodes for each class.
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2023-09-17 01:44:27 -04:00 |
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Jamie Greunbaum
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5326c81528
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Added enough code for event nodes to be created for each UComboAction class. Now to figure out how to make them actually fire.
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2023-09-15 12:56:26 -04:00 |
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Jamie Greunbaum
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445895b77b
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- Started work on giving UComboActions their own automatically-recognised events in Blueprints, just like UInputAssets have in the EnhancedInput plugin.
- Also gave the data assets a factory class and organised them into the Input category to make them look like a proper Unreal asset.
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2023-09-12 01:39:23 -04:00 |
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Jamie Greunbaum
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3e71bb31ae
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Fixed issues with correctly recognising whether a multi-press input should be locked, or whether it supercedes an active input.
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2023-09-12 01:36:50 -04:00 |
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Jamie Greunbaum
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d18e77082e
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- Fixed an issue that caused multi-press inputs to never actually lock.
- Fixed text encoding.
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2023-09-10 20:28:05 -04:00 |
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Jamie Greunbaum
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9809c36513
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Added some extra helper functions to UComboInputAsset, and cleaned up some others.
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2023-09-10 20:27:10 -04:00 |
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Jamie Greunbaum
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2032b8d23b
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- Added a header file to prevent an error when creating a shipping build.
- Added comments to help describe what the various data assets do.
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2023-09-10 15:13:30 -04:00 |
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Jamie Greunbaum
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90af002272
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ComboManagerComponent now detects if it's in the PlayerController, instead of the PlayerCharacter, since that makes a bit more sense.
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2023-09-10 14:35:37 -04:00 |
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Jamie Greunbaum
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cd4708449f
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- 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.
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2023-09-10 01:47:21 -04:00 |
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Jamie Greunbaum
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0c3b6fcf71
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Forced input unlock has been removed for the moment, since it's not used nor is it strictly necessary.
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2023-09-09 18:20:27 -04:00 |
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Jamie Greunbaum
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2e5aae7f67
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Initial commit.
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2023-09-09 17:28:41 -04:00 |
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