jQuery(document).ready(function($) {
// Add divider above Appearance menu item
$('#menu-appearance').before('<li class="fs-wp-admin-menu-divider"></li>');
// Add divider after Settings menu item
$('#menu-settings').after('<li class="fs-wp-admin-menu-divider"></li>');
// Move Custom Codes menu item after the newly added divider
$('#menu-settings').next().after($('#menu-posts-custom-code'));
// Add divider after Pages menu item
$('#menu-pages').after('<li class=
.dropdown.menu.large-horizontal>li.opens-right>.is-dropdown-submenu,
.dropdown.menu.large-horizontal>li.opens-left>.is-dropdown-submenu{
opacity: 0;
display: block;
transform: translateY(-100%);
transition: all 0.2s ease-in-out;
}
.dropdown.menu.large-horizontal>li.opens-right>.is-dropdown-submenu.js-dropdown-active,
.dropdown.menu.large-horizontal>li.opens-left>.is-dropdown-submenu.js-dropdown-active{
opacity: 1;
transform: translateY(0);
}
// Get temperature & humidify from sensor, display on LCD screen and send it over WiFi to web server
// By Gal Sarig
//
// Update date: 17/6/2024
//
// This is the newer version which uses millis() and not delay()
//
// Board: Arduino UNO R4 Wifi
// Sensor: DHT22
// LCD Screen: 2x16 TFT
//
// Define SSID & Password in arduino_secrets.h
#include "arduino_secrets.h"
#include <WiFiS3.h>
#include <ArduinoHttpClient.h>
#include <ArduinoJson.h>
// #include "Grove_Temperature_And_H
// Fill out your copyright notice in the Description page of Project Settings.
#include "IAGA_PlayerMove.h"
#include "Abilities/Tasks/AbilityTask.h"
#include "Dandelion/Sandbox/Abilities/Tasks/AbilityTask_FollowCursor.h"
#include "Dandelion/Sandbox/Abilities/Tasks/AbilityTask_MoveCharacterToCursor.h"
#include "Dandelion/Sandbox/Pawns/DandelionPlayerCharacter.h"
UIAGA_PlayerMove::UIAGA_PlayerMove()
{
ResponseOnInputPressed = EInputActionGameplayAbilityResponse::CancelAbility;
Res
#pragma once
#include "CoreMinimal.h"
#include "Dandelion/Sandbox/Abilities/InputActionGameplayAbility.h"
#include "IAGA_PlayerMove.generated.h"
namespace EPathFollowingResult
{
enum Type : int;
}
class UAbilityTask_MoveCharacterToCursor;
class UAbilityTask_FollowCursor;
UCLASS()
class DANDELION_API UIAGA_PlayerMove : public UInputActionGameplayAbility
{
GENERATED_BODY()
UIAGA_PlayerMove();
virtual bool CanRestartAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbi
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Dandelion/Sandbox/Abilities/InputActionGameplayAbility.h"
#include "IAGA_PlayerMove.generated.h"
namespace EPathFollowingResult
{
enum Type : int;
}
class UAbilityTask_MoveCharacterToCursor;
class UAbilityTask_FollowCursor;
/**
* Custom IAGA that implements player movement. Has two phases.
* - Phase 1: While the mouse button is held down, follow
// Fill out your copyright notice in the Description page of Project Settings.
#include "AbilityTask_FollowCursor.h"
#include "GameplayCueNotify_Actor.h"
#include "GameplayCueNotify_Static.h"
#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"
#include "Dandelion/Sandbox/PlayerControllers/DandelionPlayerController.h"
UAbilityTask_FollowCursor::UAbilityTask_FollowCursor() { bTickingTask = true; }
UAbilityTask_FollowCursor* UAbilityTask_FollowCursor::FollowCursor(
UD
#pragma once
#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_FollowCursor.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFollowCursorSimpleDelegate);
UCLASS()
class DANDELION_API UAbilityTask_FollowCursor : public UAbilityTask
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FFollowCursorSimpleDelegate OnMoveComplete;
UAbilityTask_FollowCursor();
UFUNCTION(
BlueprintCallable,
Category = "Ability|Tasks",
meta = (HidePin
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_FollowCursor.generated.h"
/**
* Simple delegate for callbacks on FollowCursor tasks.
*/
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFollowCursorSimpleDelegate);
/**
* AbilityTask that sends movement input to the Avatar Pawn pointing from the Avatar Pawn to the location under the
* cursor. Stops o
// Fill out your copyright notice in the Description page of Project Settings.
#include "AbilityTask_MoveCharacterToPoint.h"
#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"
UAbilityTask_MoveCharacterToPoint* UAbilityTask_MoveCharacterToPoint::MoveCharacterToPoint(
UDandelionGameplayAbility* OwningAbility,
const FName TaskInstanceName,
const FVector InTargetLocation
)
{
UAbilityTask_MoveCharacterToPoint* NewTaskInstance =
NewAbilityTask<UAbilityTask_MoveCha
#pragma once
#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_MoveCharacterToPoint.generated.h"
UCLASS()
class DANDELION_API UAbilityTask_MoveCharacterToPoint : public UAbilityTask_MoveCharacterToLocation
{
GENERATED_BODY()
public:
UFUNCTION(
BlueprintCallable,
Category = "Ability|Tasks",
meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE")
)
static UAbilityTask_MoveCharacterToPoint* Mo
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_MoveCharacterToPoint.generated.h"
/**
* Specialized version of the MoveCharacterToLocation Task that enables a specific point to be passed in as the
* TargetLocation.
*/
UCLASS()
class DANDELION_API UAbilityTask_MoveCharacterToPoint : public UAbilityTask_MoveCharacterToLocation
{
GENERATED
// Fill out your copyright notice in the Description page of Project Settings.
#include "AbilityTask_MoveCharacterToCursor.h"
#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"
#include "Dandelion/Sandbox/PlayerControllers/DandelionPlayerController.h"
UAbilityTask_MoveCharacterToCursor* UAbilityTask_MoveCharacterToCursor::MoveCharacterToCursor(
UDandelionGameplayAbility* OwningAbility,
const FName TaskInstanceName
)
{
UAbilityTask_MoveCharacterToCursor* NewTaskIn
#pragma once
#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_MoveCharacterToCursor.generated.h"
UCLASS()
class DANDELION_API UAbilityTask_MoveCharacterToCursor : public UAbilityTask_MoveCharacterToLocation
{
GENERATED_BODY()
public:
UFUNCTION(
BlueprintCallable,
Category = "Ability|Tasks",
meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE")
)
static UAbilityTask_MoveCharacterToCursor*
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AbilityTask_MoveCharacterToLocation.h"
#include "AbilityTask_MoveCharacterToCursor.generated.h"
/**
* Specialized version of the MoveCharacterToLocation Task that uses the current position of the cursor as the Target
* location when the Task is activated.
*/
UCLASS()
class DANDELION_API UAbilityTask_MoveCharacterToCursor : public UAbilityTask_MoveChara
// Fill out your copyright notice in the Description page of Project Settings.
#include "AbilityTask_MoveCharacterToLocation.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "Dandelion/Sandbox/Abilities/DandelionGameplayAbility.h"
#include "Dandelion/Sandbox/PlayerControllers/DandelionPlayerController.h"
#include "Navigation/PathFollowingComponent.h"
UAbilityTask_MoveCharacterToLocation::UAbilityTask_MoveCharacterToLocation() { bTickingTask = false; }
UAbilityTask_MoveC