Compare commits
19 Commits
103cb89596
...
c754a53338
Author | SHA1 | Date | |
---|---|---|---|
c754a53338 | |||
6c0bb55009 | |||
79d92fd2cb | |||
24739247d2 | |||
a76a00dce7 | |||
16f8a3cd00 | |||
c10e904a27 | |||
6d6c3e2d85 | |||
5edb1d7b7e | |||
32f3b00907 | |||
7663ba8e09 | |||
5de112aefb | |||
b3cbe8e829 | |||
7c8d12f476 | |||
18df9e84f4 | |||
1f8edd00b4 | |||
7b066f9fab | |||
e5d7ed707b | |||
84a981a673 |
@ -10,10 +10,12 @@ TransitionMap=None
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||||
bUseSplitscreen=True
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TwoPlayerSplitscreenLayout=Horizontal
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ThreePlayerSplitscreenLayout=FavorTop
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FourPlayerSplitscreenLayout=Grid
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bOffsetPlayerGamepadIds=False
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||||
GameInstanceClass=/Game/Blueprints/GI_Monolith.GI_Monolith_C
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GameDefaultMap=/Game/MainMenu/MAP_MainMenu.MAP_MainMenu
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ServerDefaultMap=/Engine/Maps/Entry
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GlobalDefaultGameMode=/Game/MainMenu/GM_MainMenu.GM_MainMenu_C
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ServerDefaultMap=/Engine/Maps/Entry.Entry
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GlobalDefaultGameMode=/Game/FirstPerson/Blueprints/BP_FirstPersonGameMode.BP_FirstPersonGameMode_C
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GlobalDefaultServerGameMode=None
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[/Script/Engine.RendererSettings]
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@ -92,7 +92,9 @@ bCaptureMouseOnLaunch=True
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bEnableLegacyInputScales=True
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bEnableMotionControls=True
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bFilterInputByPlatformUser=False
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bEnableInputDeviceSubsystem=True
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bShouldFlushPressedKeysOnViewportFocusLost=True
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bEnableDynamicComponentInputBinding=True
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bAlwaysShowTouchInterface=False
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bShowConsoleOnFourFingerTap=True
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bEnableGestureRecognizer=False
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@ -101,6 +103,18 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
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DefaultViewportMouseLockMode=LockOnCapture
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FOVScale=0.011110
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DoubleClickTime=0.200000
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+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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+ActionMappings=(ActionName="Crouch",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
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+ActionMappings=(ActionName="Sprint",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift)
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+ActionMappings=(ActionName="Use Left Weapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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+ActionMappings=(ActionName="Use Right Weapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
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+ActionMappings=(ActionName="Ability1",bShift=False,bCtrl=False,bAlt=True,bCmd=False,Key=One)
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+AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
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+AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
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+AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)
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+AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
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+AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX)
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+AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY)
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DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
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DefaultTouchInterface=/Game/FirstPerson/Input/MobileControls.MobileControls
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Content/Blueprints/BPI_MonolithInteriorExit.uasset
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Content/FirstPerson/Blueprints/BP_FirstPersonPlayerController.uasset
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Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
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Content/FirstPerson/Blueprints/CameraShakes/CSB_Floating.uasset
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Content/Levels/PrototypeLevel.umap
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Content/Monolith/BPI_AOverheat.uasset
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Content/Monolith/BPI_Bullet.uasset
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Content/Monolith/BPI_MeeleWeapon.uasset
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Content/Monolith/Monolith.uasset
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Content/Monolith/UI/WB_AbilityCircle.uasset
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@ -7,7 +7,10 @@
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{
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"Name": "Monolith",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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]
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}
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],
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"Plugins": [
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@ -1,47 +1,63 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MonolithCharacter.h"
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#include "MonolithProjectile.h"
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#include "Animation/AnimInstance.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/LocalPlayer.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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#include "Engine/LocalPlayer.h"
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DEFINE_LOG_CATEGORY(LogTemplateCharacter);
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//////////////////////////////////////////////////////////////////////////
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// AMonolithCharacter
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void AMonolithCharacter::StartRechargingDash()
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{
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if (DashRechargeHandle.IsValid()) return;
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GetWorld()->GetTimerManager().SetTimer(DashRechargeHandle, this
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, &AMonolithCharacter::DashRecharged, DashRechargeTime);
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}
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void AMonolithCharacter::DashRecharged()
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{
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DashesRemaining++;
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UpdateDashUI(DashesRemaining);
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DashRechargeHandle.Invalidate();
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if (DashesRemaining < 4)
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{
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StartRechargingDash();
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}
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}
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AMonolithCharacter::AMonolithCharacter()
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{
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// Set size for collision capsule
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GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
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// Create a CameraComponent
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FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
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FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
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FirstPersonCameraComponent->SetRelativeLocation(FVector(-10.f, 0.f, 60.f)); // Position the camera
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FirstPersonCameraComponent->bUsePawnControlRotation = true;
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// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)
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Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));
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Mesh1P->SetOnlyOwnerSee(true);
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Mesh1P->SetupAttachment(FirstPersonCameraComponent);
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Mesh1P->bCastDynamicShadow = false;
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Mesh1P->CastShadow = false;
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//Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f));
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Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f));
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}
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void AMonolithCharacter::BeginPlay()
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{
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// Call the base class
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Super::BeginPlay();
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Mesh1P = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()));
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CharMove = Cast<UCharacterMovementComponent>(GetComponentByClass(UCharacterMovementComponent::StaticClass()));
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if (CharMove) WalkSpeed = CharMove->MaxWalkSpeed;
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}
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void AMonolithCharacter::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (CharMove == nullptr) return;
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CharMove->IsFalling() ? MoveState.Remove(GROUNDED) : MoveState.Add(GROUNDED);
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MoveState.VelocityMag = CharMove->Velocity.Length();
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MoveState.VelocityMag < VelocityTolerance ? MoveState.Add(STILL) : MoveState.Remove(STILL);
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}
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//////////////////////////////////////////////////////////////////////////// Input
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@ -57,6 +73,15 @@ void AMonolithCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputC
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// Moving
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::Move);
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EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Completed, this, &AMonolithCharacter::StopMove);
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// Sprinting
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::Sprint);
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AMonolithCharacter::StopSprint);
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// Dashing
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EnhancedInputComponent->BindAction(HorDashAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::HorizontalDash);
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EnhancedInputComponent->BindAction(VerDashAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::VerticalDash);
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// Looking
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMonolithCharacter::Look);
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@ -67,20 +92,112 @@ void AMonolithCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputC
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}
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}
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static void UpdateMoveState(FMoveState& MoveState, int Forwards, int Sideways)
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{
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if (Sideways && !Forwards)
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{ // STRAFING
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if (Sideways > 0)
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{
|
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MoveState.Add(STRAFE_R);
|
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MoveState.Remove(STRAFE_L);
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}
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else
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{
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MoveState.Add(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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}
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MoveState.Remove(FORWARD);
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}
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else if (Forwards > 0)
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{ // GOING ROUGHLY FORWARD
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MoveState.Add(FORWARD);
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MoveState.Remove(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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}
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else
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{
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MoveState.Remove(FORWARD);
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MoveState.Remove(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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}
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}
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void AMonolithCharacter::Move(const FInputActionValue& Value)
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{
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// input is a Vector2D
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FVector2D MovementVector = Value.Get<FVector2D>();
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MovementVector = Value.Get<FVector2D>();
|
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if (Controller != nullptr)
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{
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// add movement
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AddMovementInput(GetActorForwardVector(), MovementVector.Y);
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AddMovementInput(GetActorRightVector(), MovementVector.X);
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UpdateMoveState(MoveState, MovementVector.Y, MovementVector.X);
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}
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}
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void AMonolithCharacter::StopMove()
|
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{
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MoveState.Remove(STRAFE_L);
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MoveState.Remove(STRAFE_R);
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MoveState.Remove(FORWARD);
|
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MoveState.Remove(SPRINT);
|
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}
|
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void AMonolithCharacter::Sprint(const FInputActionValue& Value)
|
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{
|
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if (CharMove == nullptr || MoveState.Is(SPRINT)) return;
|
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|
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if (!MoveState.Is(FORWARD)
|
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|| !MoveState.Is(GROUNDED))
|
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{
|
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StopSprint();
|
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}
|
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else
|
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{
|
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MoveState.Add(SPRINT);
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CharMove->MaxWalkSpeed = SprintSpeed;
|
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}
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}
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void AMonolithCharacter::StopSprint()
|
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{
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MoveState.Remove(SPRINT);
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CharMove->MaxWalkSpeed = WalkSpeed;
|
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}
|
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void AMonolithCharacter::HorizontalDash(const FInputActionValue& Value)
|
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{
|
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if (DashesRemaining <= 0) return;
|
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DashesRemaining--;
|
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UpdateDashUI(DashesRemaining);
|
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FVector Impulse;
|
||||
if (MovementVector.Y)
|
||||
{
|
||||
Impulse = MovementVector.Y > 0
|
||||
? GetActorForwardVector() : -GetActorForwardVector();
|
||||
}
|
||||
else
|
||||
{
|
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Impulse = MovementVector.X > 0
|
||||
? GetActorRightVector() : -GetActorRightVector();
|
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}
|
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Impulse *= DashImpulse;
|
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Impulse.Z += DashImpulse * 0.25f;
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CharMove->AddImpulse(Impulse, true);
|
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StartRechargingDash();
|
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}
|
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void AMonolithCharacter::VerticalDash(const FInputActionValue& Value)
|
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{
|
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if (DashesRemaining <= 0) return;
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DashesRemaining--;
|
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UpdateDashUI(DashesRemaining);
|
||||
FVector Impulse(0, 0, DashImpulse * 0.55f);
|
||||
CharMove->AddImpulse(Impulse, true);
|
||||
StartRechargingDash();
|
||||
}
|
||||
|
||||
void AMonolithCharacter::Look(const FInputActionValue& Value)
|
||||
{
|
||||
// input is a Vector2D
|
||||
@ -92,4 +209,4 @@ void AMonolithCharacter::Look(const FInputActionValue& Value)
|
||||
AddControllerYawInput(LookAxisVector.X);
|
||||
AddControllerPitchInput(LookAxisVector.Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5,12 +5,15 @@
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Character.h"
|
||||
#include "Logging/LogMacros.h"
|
||||
#include "MoveState.h"
|
||||
#include "PilotCamera.h"
|
||||
#include "PilotCameraShake.h"
|
||||
#include "MonolithCharacter.generated.h"
|
||||
|
||||
class UInputComponent;
|
||||
class UCharacterMovementComponent;
|
||||
class USkeletalMeshComponent;
|
||||
class UCameraComponent;
|
||||
class UInputAction;
|
||||
class UInputComponent;
|
||||
class UInputMappingContext;
|
||||
struct FInputActionValue;
|
||||
|
||||
@ -21,14 +24,9 @@ class AMonolithCharacter : public ACharacter
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** Pawn mesh: 1st person view (arms; seen only by self) */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Mesh, meta = (AllowPrivateAccess = "true"))
|
||||
USkeletalMeshComponent* Mesh1P;
|
||||
|
||||
/** First person camera */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
|
||||
UCameraComponent* FirstPersonCameraComponent;
|
||||
|
||||
friend UPilotCamera;
|
||||
friend UPilotCameraShake;
|
||||
|
||||
/** Jump Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
UInputAction* JumpAction;
|
||||
@ -36,36 +34,83 @@ class AMonolithCharacter : public ACharacter
|
||||
/** Move Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
UInputAction* MoveAction;
|
||||
|
||||
/** Sprint Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
UInputAction* SprintAction;
|
||||
|
||||
/** Horizontal Dash Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
UInputAction* HorDashAction;
|
||||
|
||||
/** Vertical Dash Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
UInputAction* VerDashAction;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
float SprintSpeed = 750.f;
|
||||
float WalkSpeed = 600.f;
|
||||
|
||||
// Velocity Below this Value will be Ignored for Camera Effects
|
||||
UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
|
||||
float VelocityTolerance = 300.f;
|
||||
|
||||
// Amount of impulse to add when dashing
|
||||
UPROPERTY(EditAnywhere, Category = "MoveState", meta=(AllowPrivateAccess = "true"))
|
||||
float DashImpulse = 600.f;
|
||||
|
||||
public:
|
||||
AMonolithCharacter();
|
||||
USkeletalMeshComponent* Mesh1P;
|
||||
UCharacterMovementComponent* CharMove;
|
||||
|
||||
FMoveState MoveState;
|
||||
|
||||
FVector2D MovementVector;
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay();
|
||||
void BeginPlay();
|
||||
void Tick(float DeltaSeconds) override;
|
||||
|
||||
public:
|
||||
|
||||
/** Look Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||
class UInputAction* LookAction;
|
||||
|
||||
protected:
|
||||
/** Called for movement input */
|
||||
void Move(const FInputActionValue& Value);
|
||||
void StopMove();
|
||||
|
||||
/** Called for SPRINT input */
|
||||
void Sprint(const FInputActionValue& Value);
|
||||
void StopSprint();
|
||||
|
||||
/** Called for Dashing inputs */
|
||||
void HorizontalDash(const FInputActionValue& Value);
|
||||
void VerticalDash(const FInputActionValue& Value);
|
||||
|
||||
/** Called for looking input */
|
||||
void Look(const FInputActionValue& Value);
|
||||
|
||||
protected:
|
||||
|
||||
// APawn interface
|
||||
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
|
||||
// End of APawn interface
|
||||
|
||||
// Time to recharge 1 dash
|
||||
UPROPERTY(EditDefaultsOnly, Category = "MoveState", meta = (AllowPrivateAccess = "true"))
|
||||
float DashRechargeTime = 2.5f;
|
||||
FTimerHandle DashRechargeHandle;
|
||||
int DashesRemaining = 4;
|
||||
void StartRechargingDash();
|
||||
void DashRecharged();
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void UpdateDashUI(int dashesRemaining);
|
||||
|
||||
public:
|
||||
/** Returns Mesh1P subobject **/
|
||||
USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
|
||||
/** Returns FirstPersonCameraComponent subobject **/
|
||||
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
|
||||
|
||||
AMonolithCharacter();
|
||||
|
||||
/** Look Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||
class UInputAction* LookAction;
|
||||
|
||||
USkeletalMeshComponent* GetMesh1P()
|
||||
{
|
||||
if (Mesh1P) return Mesh1P;
|
||||
Mesh1P = Cast<USkeletalMeshComponent>(GetComponentByClass(USkeletalMeshComponent::StaticClass()));
|
||||
return Mesh1P;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -1,43 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "MonolithProjectile.h"
|
||||
#include "GameFramework/ProjectileMovementComponent.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
|
||||
AMonolithProjectile::AMonolithProjectile()
|
||||
{
|
||||
// Use a sphere as a simple collision representation
|
||||
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
|
||||
CollisionComp->InitSphereRadius(5.0f);
|
||||
CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
|
||||
CollisionComp->OnComponentHit.AddDynamic(this, &AMonolithProjectile::OnHit); // set up a notification for when this component hits something blocking
|
||||
|
||||
// Players can't walk on it
|
||||
CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
|
||||
CollisionComp->CanCharacterStepUpOn = ECB_No;
|
||||
|
||||
// Set as root component
|
||||
RootComponent = CollisionComp;
|
||||
|
||||
// Use a ProjectileMovementComponent to govern this projectile's movement
|
||||
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
|
||||
ProjectileMovement->UpdatedComponent = CollisionComp;
|
||||
ProjectileMovement->InitialSpeed = 3000.f;
|
||||
ProjectileMovement->MaxSpeed = 3000.f;
|
||||
ProjectileMovement->bRotationFollowsVelocity = true;
|
||||
ProjectileMovement->bShouldBounce = true;
|
||||
|
||||
// Die after 3 seconds by default
|
||||
InitialLifeSpan = 3.0f;
|
||||
}
|
||||
|
||||
void AMonolithProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
|
||||
{
|
||||
// Only add impulse and destroy projectile if we hit a physics
|
||||
if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr) && OtherComp->IsSimulatingPhysics())
|
||||
{
|
||||
OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
|
||||
|
||||
Destroy();
|
||||
}
|
||||
}
|
@ -1,37 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "MonolithProjectile.generated.h"
|
||||
|
||||
class USphereComponent;
|
||||
class UProjectileMovementComponent;
|
||||
|
||||
UCLASS(config=Game)
|
||||
class AMonolithProjectile : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** Sphere collision component */
|
||||
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
|
||||
USphereComponent* CollisionComp;
|
||||
|
||||
/** Projectile movement component */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
|
||||
UProjectileMovementComponent* ProjectileMovement;
|
||||
|
||||
public:
|
||||
AMonolithProjectile();
|
||||
|
||||
/** called when projectile hits something */
|
||||
UFUNCTION()
|
||||
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
|
||||
|
||||
/** Returns CollisionComp subobject **/
|
||||
USphereComponent* GetCollisionComp() const { return CollisionComp; }
|
||||
/** Returns ProjectileMovement subobject **/
|
||||
UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
|
||||
};
|
||||
|
33
Source/Monolith/MoveState.h
Normal file
33
Source/Monolith/MoveState.h
Normal file
@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
|
||||
using State = unsigned short;
|
||||
#define STRAFE_L 0x1
|
||||
#define STRAFE_R 0x2
|
||||
#define SPRINT 0x4
|
||||
#define GROUNDED 0x8
|
||||
#define FORWARD 0x10
|
||||
#define STILL 0x20
|
||||
|
||||
|
||||
class FMoveState
|
||||
{
|
||||
State MoveState = 0;
|
||||
|
||||
public:
|
||||
bool Is(State state) const
|
||||
{
|
||||
return MoveState & state;
|
||||
}
|
||||
|
||||
void Add(State state)
|
||||
{
|
||||
MoveState += Is(state) ? 0 : state;
|
||||
}
|
||||
|
||||
void Remove(State state)
|
||||
{
|
||||
MoveState -= Is(state) ? state : 0;
|
||||
}
|
||||
|
||||
double VelocityMag = 0;
|
||||
};
|
82
Source/Monolith/PilotCamera.cpp
Normal file
82
Source/Monolith/PilotCamera.cpp
Normal file
@ -0,0 +1,82 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "PilotCamera.h"
|
||||
#include "MonolithPlayerController.h"
|
||||
#include "MonolithCharacter.h"
|
||||
#include "MoveState.h"
|
||||
|
||||
void UPilotCamera::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
if (TickType == LEVELTICK_ViewportsOnly
|
||||
|| (!isMoveStateSet() && !TrySetMoveState())) return;
|
||||
|
||||
// TODO - Set FOV based on Velocity mag
|
||||
UpdateFOV(DeltaTime);
|
||||
|
||||
// TODO - Add Camera Roll if Strafing
|
||||
UpdateRoll(DeltaTime);
|
||||
// if (MoveState->Is(STRAFE_L)) UE_LOG(LogTemp, Warning, TEXT("Strafing Left"));
|
||||
// if (MoveState->Is(STRAFE_R)) UE_LOG(LogTemp, Warning, TEXT("Strafing Right"));
|
||||
// if (MoveState->Is(SPRINT)) UE_LOG(LogTemp, Warning, TEXT("Sprinting"));
|
||||
// if (MoveState->Is(GROUNDED)) UE_LOG(LogTemp, Warning, TEXT("On the floor"));
|
||||
// if (MoveState->Is(FORWARD)) UE_LOG(LogTemp, Warning, TEXT("Going FORWARD"));
|
||||
}
|
||||
|
||||
bool UPilotCamera::TrySetMoveState()
|
||||
{
|
||||
AMonolithCharacter* PlayerChar = Cast<AMonolithCharacter>
|
||||
(
|
||||
Cast<AMonolithPlayerController>(GetWorld()->GetFirstPlayerController())->GetPawn()
|
||||
);
|
||||
if ( PlayerChar == nullptr) return false;
|
||||
MoveState = &PlayerChar->MoveState;
|
||||
return MoveState != nullptr;
|
||||
}
|
||||
|
||||
void UPilotCamera::UpdateFOV(float DeltaTime)
|
||||
{
|
||||
const float targetFOV = GetTargetFOV();
|
||||
if (FieldOfView == targetFOV) return;
|
||||
|
||||
float linearModifier = 1 - (FMath::Abs(targetFOV - FieldOfView)) / targetFOV;
|
||||
float rateOfChange = RateOfChange * DeltaTime * linearModifier;
|
||||
bool increasing = targetFOV > FieldOfView;
|
||||
rateOfChange *= increasing ? 1 : -1;
|
||||
|
||||
float newFOV = FieldOfView + rateOfChange;
|
||||
if ((increasing && newFOV > targetFOV) || (!increasing && newFOV < targetFOV))
|
||||
{
|
||||
newFOV = targetFOV;
|
||||
}
|
||||
SetFieldOfView(newFOV);
|
||||
}
|
||||
|
||||
void UPilotCamera::UpdateRoll(float DeltaTime)
|
||||
{
|
||||
FRotator rot = GetRelativeRotation();
|
||||
if (MoveState->Is(STRAFE_R))
|
||||
{
|
||||
TargetRoll = MaxStrafeRoll;
|
||||
}
|
||||
else if (MoveState->Is(STRAFE_L))
|
||||
{
|
||||
TargetRoll = -MaxStrafeRoll;
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetRoll = 0;
|
||||
}
|
||||
float rateOfChange = RollRateOfChange * DeltaTime;
|
||||
bool increasing = TargetRoll > rot.Roll;
|
||||
rateOfChange *= increasing ? 1 : -1;
|
||||
rot.Roll += rateOfChange;
|
||||
if ((increasing && rot.Roll > TargetRoll) || (!increasing && rot.Roll < TargetRoll))
|
||||
{
|
||||
rot.Roll = TargetRoll;
|
||||
}
|
||||
|
||||
SetRelativeRotation(rot);
|
||||
}
|
||||
|
61
Source/Monolith/PilotCamera.h
Normal file
61
Source/Monolith/PilotCamera.h
Normal file
@ -0,0 +1,61 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "MoveState.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "PilotCamera.generated.h"
|
||||
|
||||
class FMoveState;
|
||||
|
||||
|
||||
UCLASS(Blueprintable, ClassGroup=Camera, meta=(BlueprintSpawnableComponent))
|
||||
class MONOLITH_API UPilotCamera : public UCameraComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
using FOVs = std::tuple<float, float, float>;
|
||||
#define ARE(Stand, Walk, Sprint) std::make_tuple(Stand, Walk, Sprint)
|
||||
|
||||
void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction);
|
||||
inline bool isMoveStateSet() const;
|
||||
bool TrySetMoveState();
|
||||
|
||||
// FOV
|
||||
FOVs TargetFOVs = ARE(87.f, 92.f, 100.f);
|
||||
const float RateOfChange = 30;
|
||||
float GetTargetFOV() const;
|
||||
void UpdateFOV(float DeltaTime);
|
||||
|
||||
// Roll
|
||||
float TargetRoll = 0;
|
||||
// Max amount of roll applied when strafing
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Move State", meta = (AllowPrivateAccess = "true"))
|
||||
float MaxStrafeRoll = 3;
|
||||
// Amount of roll applied per second
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Move State", meta = (AllowPrivateAccess = "true"))
|
||||
float RollRateOfChange = 15;
|
||||
void UpdateRoll(float DeltaTime);
|
||||
|
||||
// TODO - Implement these
|
||||
void ApplyImpulseFOV();
|
||||
void ImpactCameraShake();
|
||||
|
||||
FMoveState* MoveState;
|
||||
};
|
||||
|
||||
inline float UPilotCamera::GetTargetFOV() const
|
||||
{
|
||||
auto[stand, walk, sprint] = TargetFOVs;
|
||||
if (MoveState->Is(SPRINT)) return sprint;
|
||||
if (!MoveState->Is(STILL)
|
||||
&& !MoveState->Is(STRAFE_R)
|
||||
&& !MoveState->Is(STRAFE_L)) return walk;
|
||||
return stand;
|
||||
}
|
||||
|
||||
inline bool UPilotCamera::isMoveStateSet() const
|
||||
{
|
||||
return MoveState != nullptr;
|
||||
}
|
||||
|
62
Source/Monolith/PilotCameraShake.cpp
Normal file
62
Source/Monolith/PilotCameraShake.cpp
Normal file
@ -0,0 +1,62 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "PilotCameraShake.h"
|
||||
#include "MonolithCharacter.h"
|
||||
#include "MonolithPlayerController.h"
|
||||
#include "MoveState.h"
|
||||
|
||||
void UPilotCameraShake::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
// For some reason camera shakes dont override tick :((
|
||||
GetWorld()->GetTimerManager().SetTimer(TickHandle, this
|
||||
, &UPilotCameraShake::UpdateCameraShake, 0.25f, true);
|
||||
}
|
||||
|
||||
bool UPilotCameraShake::TrySetMoveState()
|
||||
{
|
||||
AMonolithCharacter* PlayerChar = Cast<AMonolithCharacter>
|
||||
(
|
||||
Cast<AMonolithPlayerController>(GetWorld()->GetFirstPlayerController())->GetPawn()
|
||||
);
|
||||
if ( PlayerChar == nullptr) return false;
|
||||
MoveState = &PlayerChar->MoveState;
|
||||
return MoveState != nullptr;
|
||||
}
|
||||
|
||||
void UPilotCameraShake::UpdateCameraShake()
|
||||
{
|
||||
if (CantUpdate()) return;
|
||||
|
||||
if (!MoveState->Is(GROUNDED))
|
||||
{
|
||||
if (CurrentState == Floating) return;
|
||||
CurrentState = Floating;
|
||||
SetCameraShakeBase(FloatingShake);
|
||||
}
|
||||
else if (MoveState->Is(SPRINT))
|
||||
{
|
||||
if (CurrentState == Running) return;
|
||||
CurrentState = Running;
|
||||
SetCameraShakeBase(RunningShake);
|
||||
}
|
||||
else if (MoveState->Is(STILL))
|
||||
{
|
||||
if (CurrentState == Idling) return;
|
||||
CurrentState = Idling;
|
||||
SetCameraShakeBase(IdleShake);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (CurrentState == Walking) return;
|
||||
CurrentState = Walking;
|
||||
SetCameraShakeBase(WalkingShake);
|
||||
}
|
||||
}
|
||||
|
||||
void UPilotCameraShake::SetCameraShakeBase(TSubclassOf<UCameraShakeBase> ShakeBase)
|
||||
{
|
||||
StopAllCameraShakes();
|
||||
StartCameraShake(ShakeBase);
|
||||
}
|
55
Source/Monolith/PilotCameraShake.h
Normal file
55
Source/Monolith/PilotCameraShake.h
Normal file
@ -0,0 +1,55 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Camera/CameraShakeSourceComponent.h"
|
||||
#include "PilotCameraShake.generated.h"
|
||||
|
||||
class FMoveState;
|
||||
|
||||
|
||||
UCLASS(Blueprintable, ClassGroup=Camera, meta=(BlueprintSpawnableComponent))
|
||||
class MONOLITH_API UPilotCameraShake : public UCameraShakeSourceComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
enum EState{Idling, Walking, Running, Floating};
|
||||
|
||||
void BeginPlay() override;
|
||||
|
||||
bool CantUpdate();
|
||||
bool isMoveStateSet() const;
|
||||
bool TrySetMoveState();
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void UpdateCameraShake();
|
||||
void SetCameraShakeBase(TSubclassOf<UCameraShakeBase> ShakeBase);
|
||||
|
||||
FTimerHandle TickHandle;
|
||||
|
||||
FMoveState* MoveState;
|
||||
EState CurrentState = Idling;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> RunningShake;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> WalkingShake;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> FloatingShake;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Cam Shake", meta=(AllowPrivateAccess = "true"))
|
||||
TSubclassOf<UCameraShakeBase> IdleShake;
|
||||
};
|
||||
|
||||
inline bool UPilotCameraShake::CantUpdate()
|
||||
{
|
||||
return !isMoveStateSet() && !TrySetMoveState();
|
||||
}
|
||||
|
||||
|
||||
inline bool UPilotCameraShake::isMoveStateSet() const
|
||||
{
|
||||
return MoveState != nullptr;
|
||||
}
|
@ -1,31 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "TP_PickUpComponent.h"
|
||||
|
||||
UTP_PickUpComponent::UTP_PickUpComponent()
|
||||
{
|
||||
// Setup the Sphere Collision
|
||||
SphereRadius = 32.f;
|
||||
}
|
||||
|
||||
void UTP_PickUpComponent::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// Register our Overlap Event
|
||||
OnComponentBeginOverlap.AddDynamic(this, &UTP_PickUpComponent::OnSphereBeginOverlap);
|
||||
}
|
||||
|
||||
void UTP_PickUpComponent::OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
// Checking if it is a First Person Character overlapping
|
||||
AMonolithCharacter* Character = Cast<AMonolithCharacter>(OtherActor);
|
||||
if(Character != nullptr)
|
||||
{
|
||||
// Notify that the actor is being picked up
|
||||
OnPickUp.Broadcast(Character);
|
||||
|
||||
// Unregister from the Overlap Event so it is no longer triggered
|
||||
OnComponentBeginOverlap.RemoveAll(this);
|
||||
}
|
||||
}
|
@ -1,34 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "MonolithCharacter.h"
|
||||
#include "TP_PickUpComponent.generated.h"
|
||||
|
||||
// Declaration of the delegate that will be called when someone picks this up
|
||||
// The character picking this up is the parameter sent with the notification
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPickUp, AMonolithCharacter*, PickUpCharacter);
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
|
||||
class MONOLITH_API UTP_PickUpComponent : public USphereComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
/** Delegate to whom anyone can subscribe to receive this event */
|
||||
UPROPERTY(BlueprintAssignable, Category = "Interaction")
|
||||
FOnPickUp OnPickUp;
|
||||
|
||||
UTP_PickUpComponent();
|
||||
protected:
|
||||
|
||||
/** Called when the game starts */
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
/** Code for when something overlaps this component */
|
||||
UFUNCTION()
|
||||
void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
|
||||
};
|
@ -1,119 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
|
||||
#include "TP_WeaponComponent.h"
|
||||
#include "MonolithCharacter.h"
|
||||
#include "MonolithProjectile.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "Camera/PlayerCameraManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
#include "Animation/AnimInstance.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
// Sets default values for this component's properties
|
||||
UTP_WeaponComponent::UTP_WeaponComponent()
|
||||
{
|
||||
// Default offset from the character location for projectiles to spawn
|
||||
MuzzleOffset = FVector(100.0f, 0.0f, 10.0f);
|
||||
}
|
||||
|
||||
|
||||
void UTP_WeaponComponent::Fire()
|
||||
{
|
||||
if (Character == nullptr || Character->GetController() == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Try and fire a projectile
|
||||
if (ProjectileClass != nullptr)
|
||||
{
|
||||
UWorld* const World = GetWorld();
|
||||
if (World != nullptr)
|
||||
{
|
||||
APlayerController* PlayerController = Cast<APlayerController>(Character->GetController());
|
||||
const FRotator SpawnRotation = PlayerController->PlayerCameraManager->GetCameraRotation();
|
||||
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
|
||||
const FVector SpawnLocation = GetOwner()->GetActorLocation() + SpawnRotation.RotateVector(MuzzleOffset);
|
||||
|
||||
//Set Spawn Collision Handling Override
|
||||
FActorSpawnParameters ActorSpawnParams;
|
||||
ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
|
||||
|
||||
// Spawn the projectile at the muzzle
|
||||
World->SpawnActor<AMonolithProjectile>(ProjectileClass, SpawnLocation, SpawnRotation, ActorSpawnParams);
|
||||
}
|
||||
}
|
||||
|
||||
// Try and play the sound if specified
|
||||
if (FireSound != nullptr)
|
||||
{
|
||||
UGameplayStatics::PlaySoundAtLocation(this, FireSound, Character->GetActorLocation());
|
||||
}
|
||||
|
||||
// Try and play a firing animation if specified
|
||||
if (FireAnimation != nullptr)
|
||||
{
|
||||
// Get the animation object for the arms mesh
|
||||
UAnimInstance* AnimInstance = Character->GetMesh1P()->GetAnimInstance();
|
||||
if (AnimInstance != nullptr)
|
||||
{
|
||||
AnimInstance->Montage_Play(FireAnimation, 1.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool UTP_WeaponComponent::AttachWeapon(AMonolithCharacter* TargetCharacter)
|
||||
{
|
||||
Character = TargetCharacter;
|
||||
|
||||
// Check that the character is valid, and has no weapon component yet
|
||||
if (Character == nullptr || Character->GetInstanceComponents().FindItemByClass<UTP_WeaponComponent>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Attach the weapon to the First Person Character
|
||||
FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
|
||||
AttachToComponent(Character->GetMesh1P(), AttachmentRules, FName(TEXT("GripPoint")));
|
||||
|
||||
// add the weapon as an instance component to the character
|
||||
Character->AddInstanceComponent(this);
|
||||
|
||||
// Set up action bindings
|
||||
if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
|
||||
{
|
||||
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
|
||||
{
|
||||
// Set the priority of the mapping to 1, so that it overrides the Jump action with the Fire action when using touch input
|
||||
Subsystem->AddMappingContext(FireMappingContext, 1);
|
||||
}
|
||||
|
||||
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerController->InputComponent))
|
||||
{
|
||||
// Fire
|
||||
EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &UTP_WeaponComponent::Fire);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void UTP_WeaponComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
||||
{
|
||||
if (Character == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (APlayerController* PlayerController = Cast<APlayerController>(Character->GetController()))
|
||||
{
|
||||
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
|
||||
{
|
||||
Subsystem->RemoveMappingContext(FireMappingContext);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,60 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/SkeletalMeshComponent.h"
|
||||
#include "TP_WeaponComponent.generated.h"
|
||||
|
||||
class AMonolithCharacter;
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
|
||||
class MONOLITH_API UTP_WeaponComponent : public USkeletalMeshComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/** Projectile class to spawn */
|
||||
UPROPERTY(EditDefaultsOnly, Category=Projectile)
|
||||
TSubclassOf<class AMonolithProjectile> ProjectileClass;
|
||||
|
||||
/** Sound to play each time we fire */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
|
||||
USoundBase* FireSound;
|
||||
|
||||
/** AnimMontage to play each time we fire */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
|
||||
UAnimMontage* FireAnimation;
|
||||
|
||||
/** Gun muzzle's offset from the characters location */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Gameplay)
|
||||
FVector MuzzleOffset;
|
||||
|
||||
/** MappingContext */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
class UInputMappingContext* FireMappingContext;
|
||||
|
||||
/** Fire Input Action */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
class UInputAction* FireAction;
|
||||
|
||||
/** Sets default values for this component's properties */
|
||||
UTP_WeaponComponent();
|
||||
|
||||
/** Attaches the actor to a FirstPersonCharacter */
|
||||
UFUNCTION(BlueprintCallable, Category="Weapon")
|
||||
bool AttachWeapon(AMonolithCharacter* TargetCharacter);
|
||||
|
||||
/** Make the weapon Fire a Projectile */
|
||||
UFUNCTION(BlueprintCallable, Category="Weapon")
|
||||
void Fire();
|
||||
|
||||
protected:
|
||||
/** Ends gameplay for this component. */
|
||||
UFUNCTION()
|
||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
||||
|
||||
private:
|
||||
/** The Character holding this weapon*/
|
||||
AMonolithCharacter* Character;
|
||||
};
|
Loading…
Reference in New Issue
Block a user