Jamie Greunbaum
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c50c9c6bf7
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Components now use InitializeComponent instead of BeginPlay.
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2023-10-04 13:05:15 -04:00 |
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Jamie Greunbaum
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13172b3b60
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- ComboManagerComponent accepts a list of actions to unlock.
- Removed more unused functions.
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2023-10-03 22:52:48 -04:00 |
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Jamie Greunbaum
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64b2c8e934
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Fixed up some description text.
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2023-10-03 01:54:42 -04:00 |
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Jamie Greunbaum
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7505a70575
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Added the ability to disable combo action nodes. Enabling them will come later.
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2023-10-03 01:47:24 -04:00 |
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Jamie Greunbaum
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dcaac98f50
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Node colours are now driven by combo input assets, and overridden by the combo action if a colour is set there.
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2023-10-03 00:23:30 -04:00 |
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Jamie Greunbaum
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510ccb936a
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ComboManagerComponent has been modified to use the combo graph nodes instead of the placeholder ComboSequenceNode class.
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2023-10-02 18:48:33 -04:00 |
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Jamie Greunbaum
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49ffadd4f3
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Node title now takes the name of the assigned combo action.
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2023-10-02 12:33:21 -04:00 |
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Jamie Greunbaum
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780409b060
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Hide ContextMenuName variable from graph editor.
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2023-10-02 12:32:11 -04:00 |
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Jamie Greunbaum
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3d06c5723e
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Added UComboAction class setting to the action node base class.
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2023-10-02 00:57:44 -04:00 |
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Jamie Greunbaum
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a8786b87fc
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Hid a few more configuration options from the editor.
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2023-10-02 00:56:54 -04:00 |
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Jamie Greunbaum
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390e144c33
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Corrected a layout issue that made input pins look very stupid.
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2023-10-01 21:17:33 -04:00 |
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Jamie Greunbaum
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61a8857105
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Removed some more unnecessary leftover functions and variables.
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2023-10-01 21:16:54 -04:00 |
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Jamie Greunbaum
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fde46f4a91
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Default max child nodes for combo actions is set to -1 now, so that there is no limit.
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2023-10-01 18:13:42 -04:00 |
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Jamie Greunbaum
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68397f74e6
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Fixed up the layout of the combo graph nodes, so that they arrange horizontally instead of vertically.
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2023-10-01 17:40:40 -04:00 |
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Jamie Greunbaum
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3d14af4625
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Combo Action Graph is basically finished. The hard part, anyway.
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2023-10-01 14:07:52 -04:00 |
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Jamie Greunbaum
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af2b70227d
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Adding nodes finally works correctly. Now beginning work on nodes that fit our actual development needs.
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2023-09-30 18:32:45 -04:00 |
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Jamie Greunbaum
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102927a690
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Added a bunch more stuff. Too much to care to mention. Still more to do though.
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2023-09-30 01:25:51 -04:00 |
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Jamie Greunbaum
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cfe285b94d
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Did a shitload more work. To what end? Not much.
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2023-09-29 15:11:48 -04:00 |
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Jamie Greunbaum
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de9865758a
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ComboActionGraph classes can now be added in the content browser. No asset editor yet though.
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2023-09-29 01:33:09 -04:00 |
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Jamie Greunbaum
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8b6cfafc45
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Code compiles now, at least. That's a start.
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2023-09-27 12:21:35 -04:00 |
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Jamie Greunbaum
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ea4dd54ec9
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Trying to add a combo graph editor.
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2023-09-27 00:21:59 -04:00 |
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Jamie Greunbaum
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bf43acf0dc
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Global settings renamed to something that does not reference the old subsystem.
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2023-09-24 13:03:16 -04:00 |
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Jamie Greunbaum
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aa81438bc7
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Fixed various crashes and infinite loops when encountering unhandled or null combo input assets.
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2023-09-22 14:24:15 -04:00 |
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Jamie Greunbaum
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a4913db597
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Input buffer changed from a subsystem to an extension of the input component.
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2023-09-21 20:32:29 -04:00 |
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Jamie Greunbaum
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74411baaea
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Locking inputs now happens without being tied to lists in combo input assets.
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2023-09-21 16:02:27 -04:00 |
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Jamie Greunbaum
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b1ef780086
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Kismet nodes now have their own module to themselves, so Unreal Engine can compile a shipping build correctly.
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2023-09-20 12:23:21 -04:00 |
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Jamie Greunbaum
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df1df9a56f
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Changed OnComboAction to OnUnhandledAction, and made it only broadcast if the event is not already handled by a Blueprint event node.
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2023-09-19 16:32:04 -04:00 |
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Jamie Greunbaum
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fc3f597dcd
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Changed some global defaults and clamp ranges for input timer lengths.
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2023-09-19 15:48:25 -04:00 |
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Jamie Greunbaum
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13a3569a0b
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Fixed a compiler error that suddenly cropped up by making internal pointers consistently use TObjectPtr.
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2023-09-19 15:46:00 -04:00 |
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Jamie Greunbaum
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af16de5155
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Plugin upgraded to 5.3 compatibility.
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2023-09-19 00:46:00 -04:00 |
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Jamie Greunbaum
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29f7346ea8
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Event node pins are now generated in a more automatic way and without having a bunch of duplicate code.
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2023-09-18 21:55:05 -04:00 |
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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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