Rework interaction system
This commit is contained in:
@@ -1,12 +1,8 @@
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// © 2025 Naked People Team. All Rights Reserved.
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#include "NakedDesireCharacter.h"
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#include "NakedDesire/Locations/LocationTrigger.h"
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#include "NakedDesire/Clothing/ClothingManager.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "NakedDesire/InteractionSystem/InteractionManager.h"
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#include "NakedDesire/InteractionSystem/InteractionTarget.h"
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#include "NakedDesire/MissionBuilder/MissionsManager.h"
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#include "NakedDesire/Stats/StatsManager.h"
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#include "EnhancedInputComponent.h"
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@@ -15,22 +11,17 @@
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#include "Internationalization/Text.h"
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#include "NakedDesire/Clothing/ClothingItem.h"
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#include "NakedDesire/Clothing/ClothingItemInstance.h"
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#include "NakedDesire/Clothing/ClothingSlotsData.h"
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#include "NakedDesire/Global/Constants.h"
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#include "NakedDesire/Global/NakedDesireHUD.h"
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#include "NakedDesire/Global/NakedDesireUserSettings.h"
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#include "NakedDesire/Interaction/InteractionComponent.h"
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#include "NakedDesire/UI/GameLayoutWidget.h"
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#include "NakedDesire/UI/HUDWidget.h"
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#include "NakedDesire/UI/RadialMenu/RadialMenuController.h"
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#include "Perception/AIPerceptionStimuliSourceComponent.h"
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#include "Perception/AISense_Sight.h"
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ANakedDesireCharacter::ANakedDesireCharacter()
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{
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GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
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GetCapsuleComponent()->OnComponentBeginOverlap.AddUniqueDynamic(this, &ANakedDesireCharacter::OnBeginOverlap);
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GetCapsuleComponent()->OnComponentEndOverlap.AddUniqueDynamic(this, &ANakedDesireCharacter::OnEndOverlap);
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bUseControllerRotationYaw = false;
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@@ -40,8 +31,6 @@ ANakedDesireCharacter::ANakedDesireCharacter()
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ClothingManager = CreateDefaultSubobject<UClothingManager>("Clothing Manager");
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StatsManager = CreateDefaultSubobject<UStatsManager>("Stats Manager");
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MissionsManager = CreateDefaultSubobject<UMissionsManager>("Missions Manager");
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InteractionManager = CreateDefaultSubobject<UInteractionManager>("Interaction Manager");
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RadialMenuController = CreateDefaultSubobject<URadialMenuController>(TEXT("Radial Menu Controller"));
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NipplesMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>("Nipples");
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NipplesMeshComponent->SetupAttachment(GetMesh());
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@@ -90,6 +79,7 @@ ANakedDesireCharacter::ANakedDesireCharacter()
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AnalCensorship->SetupAttachment(GetMesh(), FName(TEXT("pelvis")));
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StimuliSourceComponent = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Stimuli Source Component"));
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InteractionComponent = CreateDefaultSubobject<UInteractionComponent>(TEXT("Interaction Component"));
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}
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EGait ANakedDesireCharacter::GetGait() const
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@@ -97,11 +87,6 @@ EGait ANakedDesireCharacter::GetGait() const
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return Gait;
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}
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EStance ANakedDesireCharacter::GetStance() const
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{
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return Stance;
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}
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void ANakedDesireCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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@@ -138,6 +123,7 @@ void ANakedDesireCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInp
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EnhancedInputComponent->BindAction(RunAction, ETriggerEvent::Completed, this, &ANakedDesireCharacter::OnRunRelease);
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EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &ANakedDesireCharacter::OnCrouchToggle);
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EnhancedInputComponent->BindAction(EquipmentAction, ETriggerEvent::Started, this, &ANakedDesireCharacter::OnEquipmentPress);
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &ANakedDesireCharacter::OnInteractPress);
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}
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}
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@@ -233,36 +219,6 @@ bool ANakedDesireCharacter::CheckSight(const FVector& StartLocation, const FVect
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return bHit;
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}
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void ANakedDesireCharacter::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (OtherActor->Implements<UInteractionTarget>())
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{
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InteractionManager->OnTargetEnter(OtherActor);
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}
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if (const ALocationTrigger* AreaTrigger = Cast<ALocationTrigger>(OtherActor))
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{
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CurrentArea = AreaTrigger->GetLocationData();
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OnAreaEnter.Broadcast(CurrentArea);
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}
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}
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void ANakedDesireCharacter::OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (OtherActor->Implements<UInteractionTarget>())
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{
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InteractionManager->OnTargetExit(OtherActor);
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}
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if (const ALocationTrigger* AreaTrigger = Cast<ALocationTrigger>(OtherActor))
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{
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CurrentArea = nullptr;
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OnAreaExit.Broadcast(AreaTrigger->GetLocationData());
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}
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}
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void ANakedDesireCharacter::OnClothingEquip(UClothingItemInstance* ClothingItemInstance)
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{
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if (ClothingItemInstance->GetClothingItem()->HiddenBodyParts.Contains(EBodyPart::Ass))
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@@ -374,28 +330,9 @@ void ANakedDesireCharacter::OnEquipmentPress(const FInputActionValue& Value)
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HUD->GetGameLayoutWidget()->OpenInventory();
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}
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void ANakedDesireCharacter::BuildRadialMenuEntries()
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void ANakedDesireCharacter::OnInteractPress(const FInputActionValue& Value)
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{
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if (!SlotsData)
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{
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UE_LOG(LogTemp, Warning, TEXT("ANakedDesireCharacter::BuildRadialMenuEntries SlotsData not defined"));
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return;
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}
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TArray<FRadialMenuEntry> Entries;
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for (const auto& [Key, Value] : SlotsData->Slots)
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{
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FRadialMenuEntry Entry;
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const UClothingItemInstance* EquippedItem = ClothingManager->GetSlotClothing(Key);
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Entry.bEnabled = true;
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Entry.DisplayName = Value.Name;
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Entry.Icon = EquippedItem ? EquippedItem->GetClothingItem()->Icon : Value.Icon;
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Entry.ItemId = FName(Value.Name.ToString());
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Entries.Push(Entry);
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}
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RadialMenuController->Entries = Entries;
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InteractionComponent->Interact();
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}
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void ANakedDesireCharacter::NotifyNoticed(ANPCAIController* NPCController)
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@@ -9,17 +9,15 @@
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#include "NakedDesire/Global/Gait.h"
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#include "NakedDesire/Global/NakedDesireUserSettings.h"
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#include "NakedDesire/Global/Stance.h"
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#include "NakedDesire/UI/RadialMenu/RadialMenuController.h"
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#include "Perception/AISightTargetInterface.h"
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#include "NakedDesireCharacter.generated.h"
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class UInteractionComponent;
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class ANakedDesireHUD;
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class UClothingItem;
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class UClothingItemInstance;
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class UClothingSlotsData;
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class URadialMenuController;
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class UAIPerceptionStimuliSourceComponent;
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class UInteractionManager;
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class UClothingManager;
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class UStatsManager;
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class UMissionsManager;
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@@ -27,7 +25,6 @@ class ANPCAIController;
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class ULocationData;
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnNoticedSignature, ANPCAIController*);
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnAreaChangeSignature, ULocationData*);
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UCLASS(config=Game)
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class ANakedDesireCharacter : public ACharacter, public IAISightTargetInterface
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@@ -55,6 +52,9 @@ public:
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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UInputAction* EquipmentAction;
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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UInputAction* InteractAction;
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// Clothing
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
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@@ -136,14 +136,11 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UMissionsManager* MissionsManager;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UInteractionManager* InteractionManager;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UAIPerceptionStimuliSourceComponent* StimuliSourceComponent;
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<URadialMenuController> RadialMenuController;
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UPROPERTY(EditDefaultsOnly, Category = "Interaction")
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TObjectPtr<UInteractionComponent> InteractionComponent;
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// Variables
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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@@ -159,18 +156,12 @@ public:
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FOnNoticedSignature OnNoticed;
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FOnAreaChangeSignature OnAreaEnter;
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FOnAreaChangeSignature OnAreaExit;
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void NotifyNoticed(ANPCAIController* NPCController);
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void SetIsRunning(bool Value);
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UFUNCTION(BlueprintPure)
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EGait GetGait() const;
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UFUNCTION(BlueprintPure)
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EStance GetStance() const;
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virtual void Tick(float DeltaTime) override;
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virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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virtual void NotifyControllerChanged() override;
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@@ -180,14 +171,6 @@ public:
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private:
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EGait Gait = EGait::Walk;
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EStance Stance = EStance::Stand;
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UFUNCTION()
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void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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UFUNCTION()
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void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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UFUNCTION()
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void OnClothingEquip(UClothingItemInstance* ClothingItemInstance);
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@@ -204,8 +187,7 @@ private:
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void OnRunRelease(const FInputActionValue& Value);
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void OnCrouchToggle(const FInputActionValue& Value);
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void OnEquipmentPress(const FInputActionValue& Value);
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void BuildRadialMenuEntries();
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void OnInteractPress(const FInputActionValue& Value);
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bool CheckSight(const FVector& StartLocation, const FVector& EndLocation, FHitResult& HitResult, const AActor* IgnoreActor);
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