Monolith/Source/Monolith/TP_WeaponComponent.cpp

119 lines
3.9 KiB
C++

// 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);
}
}
}