| 2203 | } |
| 2204 | |
| 2205 | void AAlsxtCharacter::InputBlock(const FInputActionValue& ActionValue) |
| 2206 | { |
| 2207 | FAlsxtDefensiveModeState PreviousDefensiveModeState = GetDefensiveModeState(); |
| 2208 | |
| 2209 | if (CanEnterBlockingDefensiveMode()) |
| 2210 | { |
| 2211 | if (ActionValue.Get<bool>() == true) |
| 2212 | { |
| 2213 | FAlsxtDefensiveModeState NewDefensiveModeState = GetDefensiveModeState(); |
| 2214 | NewDefensiveModeState.Mode = ALSXTDefensiveModeTags::Anticipation; |
| 2215 | NewDefensiveModeState.AnticipationMode = ALSXTDefensiveModeTags::Anticipation; |
| 2216 | NewDefensiveModeState.AnticipationSide = PreviousDefensiveModeState.AnticipationSide == FGameplayTag::EmptyTag ? ALSXTImpactSideTags::Front : PreviousDefensiveModeState.AnticipationSide; |
| 2217 | NewDefensiveModeState.AnticipationHeight = PreviousDefensiveModeState.AnticipationHeight == FGameplayTag::EmptyTag ? ALSXTImpactHeightTags::Middle : PreviousDefensiveModeState.AnticipationHeight; |
| 2218 | NewDefensiveModeState.ObstacleMode = FGameplayTag::EmptyTag; |
| 2219 | NewDefensiveModeState.ObstacleSide = FGameplayTag::EmptyTag; |
| 2220 | NewDefensiveModeState.ObstacleHeight = FGameplayTag::EmptyTag; |
| 2221 | SetDefensiveModeState(NewDefensiveModeState); |
| 2222 | // SetDesiredDefensiveMode(ALSXTDefensiveModeTags::Blocking); |
| 2223 | |
| 2224 | } |
| 2225 | else |
| 2226 | { |
| 2227 | // ResetDefensiveModeState(); |
| 2228 | FAlsxtDefensiveModeState NewDefensiveModeState = GetDefensiveModeState(); |
| 2229 | NewDefensiveModeState.Mode = PreviousDefensiveModeState.Mode == ALSXTDefensiveModeTags::Anticipation ? FGameplayTag::EmptyTag : PreviousDefensiveModeState.Mode; |
| 2230 | NewDefensiveModeState.AnticipationMode = FGameplayTag::EmptyTag; |
| 2231 | NewDefensiveModeState.AnticipationSide = FGameplayTag::EmptyTag; |
| 2232 | NewDefensiveModeState.AnticipationHeight = FGameplayTag::EmptyTag; |
| 2233 | NewDefensiveModeState.ObstacleMode = FGameplayTag::EmptyTag; |
| 2234 | NewDefensiveModeState.ObstacleSide = FGameplayTag::EmptyTag; |
| 2235 | NewDefensiveModeState.ObstacleHeight = FGameplayTag::EmptyTag; |
| 2236 | SetDefensiveModeState(NewDefensiveModeState); |
| 2237 | // SetDesiredDefensiveMode(FGameplayTag::EmptyTag); |
| 2238 | } |
| 2239 | } |
| 2240 | else if ((DesiredDefensiveMode == ALSXTDefensiveModeTags::Blocking) && (ActionValue.Get<bool>() == false)) |
| 2241 | { |
| 2242 | FAlsxtDefensiveModeState NewDefensiveModeState = GetDefensiveModeState(); |
| 2243 | NewDefensiveModeState.Mode = PreviousDefensiveModeState.Mode == ALSXTDefensiveModeTags::Anticipation ? FGameplayTag::EmptyTag : PreviousDefensiveModeState.Mode; |
| 2244 | NewDefensiveModeState.AnticipationMode = FGameplayTag::EmptyTag; |
| 2245 | NewDefensiveModeState.AnticipationSide = FGameplayTag::EmptyTag; |
| 2246 | NewDefensiveModeState.AnticipationHeight = FGameplayTag::EmptyTag; |
| 2247 | NewDefensiveModeState.ObstacleMode = FGameplayTag::EmptyTag; |
| 2248 | NewDefensiveModeState.ObstacleSide = FGameplayTag::EmptyTag; |
| 2249 | NewDefensiveModeState.ObstacleHeight = FGameplayTag::EmptyTag; |
| 2250 | SetDefensiveModeState(NewDefensiveModeState); |
| 2251 | SetDesiredDefensiveMode(FGameplayTag::EmptyTag); |
| 2252 | } |
| 2253 | } |
| 2254 | |
| 2255 | bool AAlsxtCharacter::CanPerformPrimaryInteraction_Implementation() const |
| 2256 | { |
nothing calls this directly
no outgoing calls
no test coverage detected