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new file mode 100644
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--- /dev/null
+++ b/EndlessVendetta/Content/BigStarStation/Textures/T_Stair_OcclusionRoughnessMetallic.uasset
@@ -0,0 +1,3 @@
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+size 14175961
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new file mode 100644
index 00000000..eaa393db
--- /dev/null
+++ b/EndlessVendetta/Content/BigStarStation/Textures/T_StandLight_BaseColor.uasset
@@ -0,0 +1,3 @@
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new file mode 100644
index 00000000..1f4c8212
--- /dev/null
+++ b/EndlessVendetta/Content/BigStarStation/Textures/T_StandLight_Normal.uasset
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new file mode 100644
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--- /dev/null
+++ b/EndlessVendetta/Content/BigStarStation/Textures/T_StandLight_OcclusionRoughnessMetallic.uasset
@@ -0,0 +1,3 @@
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diff --git a/EndlessVendetta/Content/BigStarStation/Textures/T_Wires_BaseColor.uasset b/EndlessVendetta/Content/BigStarStation/Textures/T_Wires_BaseColor.uasset
new file mode 100644
index 00000000..692d971f
--- /dev/null
+++ b/EndlessVendetta/Content/BigStarStation/Textures/T_Wires_BaseColor.uasset
@@ -0,0 +1,3 @@
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+size 22471590
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new file mode 100644
index 00000000..c6ebece9
--- /dev/null
+++ b/EndlessVendetta/Content/BigStarStation/Textures/T_Wires_Normal.uasset
@@ -0,0 +1,3 @@
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+size 28481840
diff --git a/EndlessVendetta/Content/BigStarStation/Textures/T_Wires_OcclusionRoughnessMetallic.uasset b/EndlessVendetta/Content/BigStarStation/Textures/T_Wires_OcclusionRoughnessMetallic.uasset
new file mode 100644
index 00000000..dc155de9
--- /dev/null
+++ b/EndlessVendetta/Content/BigStarStation/Textures/T_Wires_OcclusionRoughnessMetallic.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 18972484
diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
index f71afd52..ef6ba360 100644
--- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
+++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_MainCharacter.uasset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:6a2be6fbc474306dff979b3f67151645475c6cadc6f3538c0b6ca673ed7f656a
-size 1524063
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+size 1521696
diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
index 5819c09b..7bb4f5f9 100644
--- a/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
+++ b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/BP_WeaponWorkbench.uasset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:bc4a462eb1b3babd7e6b90e81236ac3f271d5dd2538ced4052ce9c440d182476
-size 189302
+oid sha256:db761e5fa6d0b28000918af7c9f571940585adc650ffae4a1739b509e1d33745
+size 187884
diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_BaseColor.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_BaseColor.uasset
new file mode 100644
index 00000000..c54d00b1
--- /dev/null
+++ b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_BaseColor.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:644ed85df2675ab1a3ca58fb5ee0dda5a521ef53dbd6b7a9346e62320e589c22
+size 2488454
diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_Normal.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_Normal.uasset
new file mode 100644
index 00000000..a4a8f471
--- /dev/null
+++ b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_Normal.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:c90b9a9928397b23d465c4224ee30df0a99dbbd8161e72e36564b9abf80c3bb7
+size 4150177
diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_OcclusionRoughnessMetallic.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_OcclusionRoughnessMetallic.uasset
new file mode 100644
index 00000000..8782ca5e
--- /dev/null
+++ b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/Bench_low_WorkBench_OcclusionRoughnessMetallic.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 1963054
diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/MAT_workbench.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/MAT_workbench.uasset
new file mode 100644
index 00000000..68a85d3d
--- /dev/null
+++ b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/MAT_workbench.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 15026
diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/SM_WorkBench.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/SM_WorkBench.uasset
new file mode 100644
index 00000000..d51bc77b
--- /dev/null
+++ b/EndlessVendetta/Content/FirstPerson/Blueprints/Workbench_WeaponAttachments/SM_WorkBench.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 87198
diff --git a/EndlessVendetta/Content/Levels/OpenWorldRework.umap b/EndlessVendetta/Content/Levels/OpenWorldRework.umap
index bc4b855d..3785265e 100644
--- a/EndlessVendetta/Content/Levels/OpenWorldRework.umap
+++ b/EndlessVendetta/Content/Levels/OpenWorldRework.umap
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:34b8caff8e3838794355a623e95a430ae177c6d9bd254e93dee37583f64796a5
-size 294038431
+oid sha256:e1a3ee0c6cc7f2a7c0a0f79ce310477dcc64cd112ef01d9d4281afc0209f63b7
+size 294220569
diff --git a/EndlessVendetta/Content/Levels/TempLevels/8k_mars.uasset b/EndlessVendetta/Content/Levels/TempLevels/8k_mars.uasset
new file mode 100644
index 00000000..819f61e8
--- /dev/null
+++ b/EndlessVendetta/Content/Levels/TempLevels/8k_mars.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:7648ee85f3356dc6526c1b7efc1b686f5d7960359b16e3644af0a67986195b6d
+size 8408590
diff --git a/EndlessVendetta/Content/Levels/TempLevels/8k_mars_Mat.uasset b/EndlessVendetta/Content/Levels/TempLevels/8k_mars_Mat.uasset
new file mode 100644
index 00000000..d8a57974
--- /dev/null
+++ b/EndlessVendetta/Content/Levels/TempLevels/8k_mars_Mat.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 11143
diff --git a/EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap b/EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap
new file mode 100644
index 00000000..0c27d011
--- /dev/null
+++ b/EndlessVendetta/Content/Levels/TempLevels/NewTutorialMap.umap
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:20a917df3ba3e1f96a8c6d47965ac0d9c29c5107c04fb1808ea7727eb2e7248d
+size 825820
diff --git a/EndlessVendetta/Content/Levels/TempLevels/_GENERATED/mhara/Sphere_8981BCD7.uasset b/EndlessVendetta/Content/Levels/TempLevels/_GENERATED/mhara/Sphere_8981BCD7.uasset
new file mode 100644
index 00000000..71ff8c79
--- /dev/null
+++ b/EndlessVendetta/Content/Levels/TempLevels/_GENERATED/mhara/Sphere_8981BCD7.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 58318
diff --git a/EndlessVendetta/Content/Levels/TempLevels/_GENERATED/mhara/Sphere_8D6579A1.uasset b/EndlessVendetta/Content/Levels/TempLevels/_GENERATED/mhara/Sphere_8D6579A1.uasset
new file mode 100644
index 00000000..fc4220ec
--- /dev/null
+++ b/EndlessVendetta/Content/Levels/TempLevels/_GENERATED/mhara/Sphere_8D6579A1.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:36ab7aafd87ad84900ab3dcbdbc7754201dc22f4df66d059b0600209cf1905a2
+size 630143
diff --git a/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset b/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
index 428faf33..33a2f45f 100644
--- a/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
+++ b/EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:3e9e0a24b83198ae0ade3feeb3113927c21a9c5554943157bf12b84964c81603
+oid sha256:04320abc795d5f06d116c66dc63af2f3798abfe01eebd48bff4461e6065e6b6c
size 6374
diff --git a/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/C/ZX/8GZK30F02QUUO234VY329I.uasset b/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/C/ZX/8GZK30F02QUUO234VY329I.uasset
index 77f61712..bafe0fae 100644
--- a/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/C/ZX/8GZK30F02QUUO234VY329I.uasset
+++ b/EndlessVendetta/Content/__ExternalActors__/Levels/MovementTest/C/ZX/8GZK30F02QUUO234VY329I.uasset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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+oid sha256:212620327497e7f328b680280ef08a2677468aca60ffbe8d64af7cd8acd8c3b7
size 8031
diff --git a/EndlessVendetta/EndlessVendetta.sln.DotSettings.user b/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
deleted file mode 100644
index 2b08f3a1..00000000
--- a/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
+++ /dev/null
@@ -1,2 +0,0 @@
-
- C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr
\ No newline at end of file
diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.cpp
index fb600020..be8f7e62 100644
--- a/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.cpp
@@ -4,7 +4,6 @@
#include "AICharacter.h"
#include "Components/CapsuleComponent.h"
-#include "Engine/DamageEvents.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Perception/AIPerceptionStimuliSourceComponent.h"
#include "Perception/AISense_Sight.h"
diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp
index 6d354168..5e89212f 100644
--- a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp
@@ -55,7 +55,9 @@ void AAI_EnemyController::Tick(float DeltaTime)
Super::Tick(DeltaTime);
if (GetBlackboardComponent()->GetValueAsBool("CanSeePlayer"))
{
- GetBlackboardComponent()->SetValueAsVector("TargetLocation", GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation());
+ GetBlackboardComponent()->SetValueAsVector("TargetLocation",
+ GetWorld()->GetFirstPlayerController()->GetPawn()->
+ GetActorLocation());
}
}
@@ -71,14 +73,15 @@ void AAI_EnemyController::SetupPerceptionSystem()
SightConfig->SightRadius = 2000.0f;
SightConfig->LoseSightRadius = 2100.0f;
SightConfig->PeripheralVisionAngleDegrees = 70.0f;
- SightConfig->SetMaxAge(20.0f);
- SightConfig->AutoSuccessRangeFromLastSeenLocation = 520.0f;
+ SightConfig->SetMaxAge(5.0f);
+ SightConfig->AutoSuccessRangeFromLastSeenLocation = 100.0f;
SightConfig->DetectionByAffiliation.bDetectEnemies = true;
SightConfig->DetectionByAffiliation.bDetectFriendlies = true;
SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
HearingConfig = CreateDefaultSubobject(TEXT("Hearing Config"));
HearingConfig->HearingRange = 2000.0f;
+ HearingConfig->SetMaxAge(20.0f);
HearingConfig->DetectionByAffiliation.bDetectEnemies = true;
HearingConfig->DetectionByAffiliation.bDetectFriendlies = true;
HearingConfig->DetectionByAffiliation.bDetectNeutrals = true;
@@ -88,7 +91,8 @@ void AAI_EnemyController::SetupPerceptionSystem()
SetPerceptionComponent(*CreateDefaultSubobject(TEXT("Perception Component")));
GetPerceptionComponent()->SetDominantSense(*SightConfig->GetSenseImplementation());
- GetPerceptionComponent()->OnTargetPerceptionUpdated.AddDynamic(this, &AAI_EnemyController::OnTargetPerceptionUpdated);
+ GetPerceptionComponent()->OnTargetPerceptionUpdated.AddDynamic(
+ this, &AAI_EnemyController::OnTargetPerceptionUpdated);
GetPerceptionComponent()->ConfigureSense(*SightConfig);
GetPerceptionComponent()->ConfigureSense(*HearingConfig);
}
@@ -102,6 +106,10 @@ void AAI_EnemyController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus c
GetBlackboardComponent()->SetValueAsObject("TargetPlayer", Actor);
GetBlackboardComponent()->SetValueAsVector("TargetLocation", Stimulus.StimulusLocation);
GetBlackboardComponent()->SetValueAsBool("CanSeePlayer", true);
+ if (PlayerCharacter->CurrentOverlayState != EOverlayState::Default)
+ {
+ GetBlackboardComponent()->SetValueAsBool("IsHostile", true);
+ }
}
else if (!Stimulus.WasSuccessfullySensed() && Stimulus.Type == SightConfig->GetSenseID())
{
@@ -116,5 +124,11 @@ void AAI_EnemyController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus c
GetBlackboardComponent()->SetValueAsVector("InvestigationLocation", Stimulus.StimulusLocation);
GetBlackboardComponent()->SetValueAsBool("IsInvestigating", true);
}
+ else if (!Stimulus.WasSuccessfullySensed() && Stimulus.Type == HearingConfig->GetSenseID())
+ {
+ GetBlackboardComponent()->ClearValue("TargetPlayer");
+ GetBlackboardComponent()->ClearValue("InvestigationLocation");
+ GetBlackboardComponent()->SetValueAsBool("IsInvestigating", false);
+ }
}
}
diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
index b7fd03dc..9e655970 100644
--- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
@@ -30,6 +30,7 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter()
GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f);
+ CreateDefaultSubobject(TEXT("PawnNoiseEmitter"));
}
void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount()
@@ -65,8 +66,9 @@ void AEndlessVendettaCharacter::ReloadAnimationComplete()
}
}
-void AEndlessVendettaCharacter::SetOverlayState(const EOverlayState OverlayState) const
+void AEndlessVendettaCharacter::SetOverlayState(const EOverlayState OverlayState)
{
+ CurrentOverlayState = OverlayState;
SetOverlayStateEvent.Broadcast(OverlayState);
}
@@ -79,8 +81,14 @@ void AEndlessVendettaCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();
- FirstPersonArms = Cast(GetComponentsByTag(USkeletalMeshComponent::StaticClass(), FName("FirstPersonArms"))[0]);
- HeldWeapon = Cast(GetComponentsByTag(UChildActorComponent::StaticClass(), FName("Weapon"))[0]);
+
+ PawnNoiseEmitterComp = Cast(
+ GetComponentByClass(UPawnNoiseEmitterComponent::StaticClass()));
+
+ FirstPersonArms = Cast(
+ GetComponentsByTag(USkeletalMeshComponent::StaticClass(), FName("FirstPersonArms"))[0]);
+ HeldWeapon = Cast<
+ UChildActorComponent>(GetComponentsByTag(UChildActorComponent::StaticClass(), FName("Weapon"))[0]);
bIsCurrentlyHoldingWeapon = false;
UEVGameInstance* GI = Cast(GetWorld()->GetGameInstance());
@@ -93,12 +101,14 @@ void AEndlessVendettaCharacter::BeginPlay()
//Add Input Mapping Context
if (APlayerController* PlayerController = Cast(Controller))
{
- if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer()))
+ if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<
+ UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
- AActor* GadgetManagerActor = GetWorld()->SpawnActor(GadgetManagerClass, GetActorLocation(), GetActorRotation());
+ AActor* GadgetManagerActor = GetWorld()->SpawnActor(GadgetManagerClass, GetActorLocation(),
+ GetActorRotation());
GadgetManager = Cast(GadgetManagerActor);
FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules);
@@ -168,7 +178,8 @@ void AEndlessVendettaCharacter::RegenHealth()
if (GetWorld()->GetTimerManager().GetTimerRate(RegenHealthTimerHandle) > 1.0f)
{
GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle);
- GetWorld()->GetTimerManager().SetTimer(RegenHealthTimerHandle, this, &AEndlessVendettaCharacter::RegenHealth, 1.0f, true);
+ GetWorld()->GetTimerManager().SetTimer(RegenHealthTimerHandle, this, &AEndlessVendettaCharacter::RegenHealth,
+ 1.0f, true);
}
if (CurrentHealth >= MaxHealth) GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle);
}
@@ -215,37 +226,53 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
//Moving
// EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Move);
- EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Sprint);
- EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopSprint);
+ EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Started, this,
+ &AEndlessVendettaCharacter::Sprint);
+ EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Completed, this,
+ &AEndlessVendettaCharacter::StopSprint);
//Looking
// EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look);
// Gadget Toggling
- EnhancedInputComponent->BindAction(ReconAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleRecon);
- EnhancedInputComponent->BindAction(CombatAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleCombat);
+ EnhancedInputComponent->BindAction(ReconAction, ETriggerEvent::Started, this,
+ &AEndlessVendettaCharacter::ToggleRecon);
+ EnhancedInputComponent->BindAction(CombatAction, ETriggerEvent::Started, this,
+ &AEndlessVendettaCharacter::ToggleCombat);
//Weapon Switching
- EnhancedInputComponent->BindAction(EquipPrimaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipPrimary);
- EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipSecondary);
+ EnhancedInputComponent->BindAction(EquipPrimaryWeapon, ETriggerEvent::Triggered, this,
+ &AEndlessVendettaCharacter::EquipPrimary);
+ EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this,
+ &AEndlessVendettaCharacter::EquipSecondary);
//Weapon Shooting
- EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::FireCaller);
- EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopFire);
- EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunRightClick);
- EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopGunRightClick);
+ EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this,
+ &AEndlessVendettaCharacter::FireCaller);
+ EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Completed, this,
+ &AEndlessVendettaCharacter::StopFire);
+ EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Triggered, this,
+ &AEndlessVendettaCharacter::GunRightClick);
+ EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Completed, this,
+ &AEndlessVendettaCharacter::StopGunRightClick);
//Weapon Reloading
- EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::GunReload);
+ EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Started, this,
+ &AEndlessVendettaCharacter::GunReload);
//Crouching
- EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::SetCrouch);
- EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::SetUnCrouch);
+ EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this,
+ &AEndlessVendettaCharacter::SetCrouch);
+ EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this,
+ &AEndlessVendettaCharacter::SetUnCrouch);
//Interacting
- EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::Interact);
- EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::HoldInteract);
- EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Canceled, this, &AEndlessVendettaCharacter::StoppedHoldingInteract);
+ EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this,
+ &AEndlessVendettaCharacter::Interact);
+ EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this,
+ &AEndlessVendettaCharacter::HoldInteract);
+ EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Canceled, this,
+ &AEndlessVendettaCharacter::StoppedHoldingInteract);
}
}
@@ -256,7 +283,8 @@ void AEndlessVendettaCharacter::Interact()
if (InPauseMenu) return;
if (bIsInDialogue)
{
- Cast(GetComponentByClass(UAC_PlayerDialogueInterpreter::StaticClass()))->NextDialogue();
+ Cast(GetComponentByClass(UAC_PlayerDialogueInterpreter::StaticClass()))->
+ NextDialogue();
return;
}
StartedHoldingInteract(1.f / HoldForInteractionDuration);
@@ -301,7 +329,8 @@ void AEndlessVendettaCharacter::SetUnCrouch()
UnCrouch();
}
-float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser)
+float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEvent const& DamageEvent,
+ AController* EventInstigator, AActor* DamageCauser)
{
CurrentHealth -= DamageAmount;
if (CurrentHealth <= 0)
@@ -330,7 +359,8 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
TookDamage.Broadcast();
GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle);
- GetWorld()->GetTimerManager().SetTimer(RegenHealthTimerHandle, this, &AEndlessVendettaCharacter::RegenHealth, 5.0f, true);
+ GetWorld()->GetTimerManager().SetTimer(RegenHealthTimerHandle, this, &AEndlessVendettaCharacter::RegenHealth, 5.0f,
+ true);
return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
}
@@ -351,7 +381,8 @@ void AEndlessVendettaCharacter::ToggleRecon()
return;
}
- if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat())
+ if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->
+ TryToUnequipCombat())
{
// Do nothing if combat is equipped and can't be unequipped at this moment
return;
@@ -418,8 +449,11 @@ void AEndlessVendettaCharacter::EquipPrimary()
if (IsValid(SecondaryWeapon)) EquipSecondary();
- if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
- if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
+ if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon())
+ return;
+ if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->
+ TryToUnequipCombat())
+ return;
//this code handles when you FIRST dont have any primary weapon
if (!IsValid(PrimaryWeapon))
@@ -441,7 +475,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
}
//For when you already have all your weapons and ur switching with 1 and 2 or when your picking up a weapon with a weapon in hand
if (PrimaryWeaponClass != nullptr)
- {
+ {
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Green, TEXT("non ifstatement code running"));
PrimaryWeaponActor->AttachToComponent(FirstPersonArms, AttachmentRules, FName("GripPoint"));
PrimaryWeapon = Cast(PrimaryWeaponActor);
@@ -482,8 +516,11 @@ void AEndlessVendettaCharacter::EquipSecondary()
if (IsValid(PrimaryWeapon)) EquipPrimary();
- if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
- if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
+ if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon())
+ return;
+ if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->
+ TryToUnequipCombat())
+ return;
if (!IsValid(SecondaryWeapon))
{
@@ -562,10 +599,13 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit)
{
if (bIsCurrentlyHoldingWeapon)
{
- GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Blue, TEXT("bIsCurrentlyHoldingSecondaryCalled, trying to spawn secondary weapon actor"));
+ GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Blue,
+ TEXT(
+ "bIsCurrentlyHoldingSecondaryCalled, trying to spawn secondary weapon actor"));
SecondaryWeaponActor = GetWorld()->SpawnActor(SecondaryWeaponClass, spawnParams);
}
- GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Orange, TEXT("EquipSecondarycalled skipped bIsCurrentlyHoldingWeapon check"));
+ GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Orange,
+ TEXT("EquipSecondarycalled skipped bIsCurrentlyHoldingWeapon check"));
EquipSecondary();
}
bIsWeaponPickedUp = true;
@@ -619,14 +659,16 @@ void AEndlessVendettaCharacter::GunRightClick()
bIsScoped = true;
PrimaryWeapon->WeaponScopedFire();
StartPrimaryWeaponADS();
- this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
+ this->GetFirstPersonCameraComponent()->SetFieldOfView(50);
+ //change this number to a number you can change in editor eventually
}
if (IsValid(SecondaryWeapon) && !bIsScoped)
{
bIsScoped = true;
SecondaryWeapon->WeaponScopedFire();
StartSecondaryWeaponADS();
- this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
+ this->GetFirstPersonCameraComponent()->SetFieldOfView(50);
+ //change this number to a number you can change in editor eventually
}
}
@@ -771,8 +813,11 @@ bool AEndlessVendettaCharacter::GetHasRifle()
bool AEndlessVendettaCharacter::UpdateGadgetType(TSubclassOf NewGadgetClass)
{
- if (NewGadgetClass.GetDefaultObject()->IsA(AReconGadget::StaticClass()) && GadgetManager->ReconCantBeSwitchedOut()) return false;
- if (NewGadgetClass.GetDefaultObject()->IsA(ACombatGadget::StaticClass()) && GadgetManager->CombatCantBeSwitchedOut()) return false;
+ if (NewGadgetClass.GetDefaultObject()->IsA(AReconGadget::StaticClass()) && GadgetManager->ReconCantBeSwitchedOut())
+ return false;
+ if (NewGadgetClass.GetDefaultObject()->IsA(ACombatGadget::StaticClass()) && GadgetManager->
+ CombatCantBeSwitchedOut())
+ return false;
for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera")))
{
@@ -804,8 +849,11 @@ void AEndlessVendettaCharacter::HoldInteract()
return;
}
- if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
- if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
+ if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon())
+ return;
+ if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->
+ TryToUnequipCombat())
+ return;
FTransform TakeOffTransform = GetActorTransform();
FVector NewLoc = TakeOffTransform.GetLocation();
@@ -822,7 +870,8 @@ void AEndlessVendettaCharacter::EnterShip(FTransform TakeoffLoc)
if (IsValid(SecondaryWeapon)) EquipSecondary();
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
- SpaceShip = GetWorld()->SpawnActor(SpaceShipClass, TakeoffLoc.GetLocation(), TakeoffLoc.Rotator(), SpawnParams);
+ SpaceShip = GetWorld()->SpawnActor(SpaceShipClass, TakeoffLoc.GetLocation(), TakeoffLoc.Rotator(),
+ SpawnParams);
PlayerOnShip = true;
}
diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
index 04f7bd7d..1553a34d 100644
--- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
+++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
@@ -35,6 +35,7 @@ UCLASS(config=Game)
class AEndlessVendettaCharacter : public ACharacter
{
GENERATED_BODY()
+
public:
UFUNCTION(BlueprintImplementableEvent)
void TempEquippedPrimary();
@@ -105,6 +106,12 @@ private:
public:
AEndlessVendettaCharacter();
+ UPROPERTY(BlueprintReadOnly)
+ UPawnNoiseEmitterComponent* PawnNoiseEmitterComp;
+
+ UPROPERTY(BlueprintReadOnly)
+ EOverlayState CurrentOverlayState = EOverlayState::Default;
+
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
float CurrentHealth = 100.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
@@ -168,7 +175,7 @@ public:
FSetOverlayState SetOverlayStateEvent;
UFUNCTION(BlueprintCallable, Category = "Weapon")
- void SetOverlayState(EOverlayState OverlayState) const;
+ void SetOverlayState(EOverlayState OverlayState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedAreaLmao);
@@ -182,7 +189,7 @@ public:
FSuccessfulHitEvent SuccessfulHitEvent;
void SuccessfulHit(bool bIsHeadshot = false) const;
-
+
protected:
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
@@ -310,7 +317,8 @@ public:
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
UFUNCTION(BlueprintCallable, Category = "Damage Control")
- virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override;
+ virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
+ AActor* DamageCauser) override;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTookDamage);
diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp
index 6fe6193b..d90949fc 100644
--- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp
@@ -49,7 +49,8 @@ void ABaseWeaponClass::BeginPlay()
if (!IsValid(endlessVendettaChar)) return;
- for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(), FName("GunStart")))
+ for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(),
+ FName("GunStart")))
{
GunStartArrow = Cast(actorComp);
break;
@@ -83,7 +84,8 @@ void ABaseWeaponClass::Tick(float DeltaTime)
// Recoil Handling ////////////////////////////////////////////////////////////////////////////////////////////////////////////
void ABaseWeaponClass::GenerateRecoilVector()
{
- float angle = FMath::RandRange(recoilMaxAngleLeft, -recoilMaxAngleRight); //randomg recoil vector angle between left and right
+ float angle = FMath::RandRange(recoilMaxAngleLeft, -recoilMaxAngleRight);
+ //randomg recoil vector angle between left and right
float recMag = recoilMagnitude * 252.f; //converting degrees to controller units
float tempMag = -FMath::RandRange(recMag * recoilMinMultiplier, recMag); // recoil magnitude
@@ -131,11 +133,13 @@ void ABaseWeaponClass::nullSamples()
float ABaseWeaponClass::GetRecoilPitch(float Amp, float Time)
{
//Using the trapez method and we are getting the surface under the curve, each trapezoid consist of square and right triangle
- float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp; //get which point is common for both triangle and square of trapezoid
+ float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp;
+ //get which point is common for both triangle and square of trapezoid
//lower point
float mult = (Time - recoilCurvet) * lower; //getting surface of square
mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f; //getting and adding surface of triangle
- return (recoilResultPitch * mult) / playerControllerRef->InputPitchScale_DEPRECATED; //calculating and return recoil force for current frame
+ return (recoilResultPitch * mult) / playerControllerRef->InputPitchScale_DEPRECATED;
+ //calculating and return recoil force for current frame
}
@@ -176,16 +180,18 @@ void ABaseWeaponClass::CancelFire()
void ABaseWeaponClass::Fire()
{
if (currentAmmoCount <= 0)
- {
- UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
- ShowNeedReloadUI();
+ {
+ UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
+ ShowNeedReloadUI();
return;
- }
+ }
if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
-
+
//do damage fallof based off distance
- UCameraComponent* CamComp = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->GetFirstPersonCameraComponent();
- traceStart = Cast(GetComponentByClass(USkeletalMeshComponent::StaticClass()))->GetSocketLocation("Muzzle");
+ UCameraComponent* CamComp = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->
+ GetFirstPersonCameraComponent();
+ traceStart = Cast(GetComponentByClass(USkeletalMeshComponent::StaticClass()))->
+ GetSocketLocation("Muzzle");
traceEnd = CamComp->GetComponentLocation() + CamComp->GetForwardVector() * BulletDistance;
FCollisionObjectQueryParams ObjectQueryParams;
ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
@@ -194,6 +200,7 @@ void ABaseWeaponClass::Fire()
GetWorld()->LineTraceSingleByObjectType(outHit, traceStart, traceEnd, ObjectQueryParams, collisionParams);
WeaponFired.Broadcast();
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
+ endlessVendettaChar->PawnNoiseEmitterComp->MakeNoise(endlessVendettaChar, 1, traceStart);
currentAmmoCount -= 1;
GenerateRecoilVector();
ClickDetectionTimer();
@@ -220,7 +227,8 @@ void ABaseWeaponClass::Fire()
{
endlessVendettaChar->SuccessfulHit();
}
- Cast(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
+ Cast(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(),
+ GetWorld()->GetFirstPlayerController(), this);
}
if (ATargetDummy* TargetDummy = Cast(outHit.GetActor()))
{
@@ -229,7 +237,6 @@ void ABaseWeaponClass::Fire()
}
}
HideNeedReloadUI();
-
}
void ABaseWeaponClass::WeaponScopedFire()
@@ -286,7 +293,8 @@ void ABaseWeaponClass::SetupSilencerAttachment(UStaticMesh* SilencerMesh)
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP SILENCER ATTACHMENTS"));
FTransform EmptyTransform;
- USceneComponent* SilencerAttachmentClass = Cast(AddComponentByClass(USilencerAttachmentClass::StaticClass(), false, EmptyTransform, false));
+ USceneComponent* SilencerAttachmentClass = Cast(
+ AddComponentByClass(USilencerAttachmentClass::StaticClass(), false, EmptyTransform, false));
SilencerAttachmentClass->ComponentTags.Add(FName("AttachmentType"));
USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass();
if (IsValid(SilencerAttachmentClass))
@@ -294,16 +302,20 @@ void ABaseWeaponClass::SetupSilencerAttachment(UStaticMesh* SilencerMesh)
if (IsValid(WeaponSkeletonMesh))
{
//this handles giving the weapon the required component class/code
- SilencerAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("SilencerMeshSocket")));
+ SilencerAttachmentClass->AttachToComponent(WeaponSkeletonMesh,
+ FAttachmentTransformRules::SnapToTargetIncludingScale,
+ FName(TEXT("SilencerMeshSocket")));
UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
//this makes it showup in editor for better debugging
SilencerAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
SilencerAttachmentClass->RegisterComponent();
//below handles seeing the physical attachment you selected
- UStaticMeshComponent* StaticMeshComp = NewObject(SilencerAttachmentClass, UStaticMeshComponent::StaticClass());
+ UStaticMeshComponent* StaticMeshComp = NewObject(
+ SilencerAttachmentClass, UStaticMeshComponent::StaticClass());
if (IsValid(StaticMeshComp))
{
- StaticMeshComp->AttachToComponent(SilencerAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
+ StaticMeshComp->AttachToComponent(SilencerAttachmentClass,
+ FAttachmentTransformRules::SnapToTargetIncludingScale);
StaticMeshComp->SetStaticMesh(SilencerMesh);
StaticMeshComp->SetRelativeRotation(FRotator(0, 90, 0));
StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
@@ -321,7 +333,8 @@ void ABaseWeaponClass::SetupExtendedMagAttachment(UStaticMesh* ExtendedMagMesh)
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP EXTENDEDMAG ATTACHMENTS"));
FTransform EmptyTransform;
- USceneComponent* ExtendedMagAttachmentClass = Cast(AddComponentByClass(UExtendedMagAttachmentClass::StaticClass(), false, EmptyTransform, false));
+ USceneComponent* ExtendedMagAttachmentClass = Cast(
+ AddComponentByClass(UExtendedMagAttachmentClass::StaticClass(), false, EmptyTransform, false));
ExtendedMagAttachmentClass->ComponentTags.Add(FName("AttachmentType"));
USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass();
if (IsValid(ExtendedMagAttachmentClass))
@@ -329,16 +342,20 @@ void ABaseWeaponClass::SetupExtendedMagAttachment(UStaticMesh* ExtendedMagMesh)
if (IsValid(WeaponSkeletonMesh))
{
//this handles giving the weapon the required component class/code
- ExtendedMagAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("ExtendedMagSocket")));
+ ExtendedMagAttachmentClass->AttachToComponent(WeaponSkeletonMesh,
+ FAttachmentTransformRules::SnapToTargetIncludingScale,
+ FName(TEXT("ExtendedMagSocket")));
UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
//this makes it showup in editor for better debugging
ExtendedMagAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
ExtendedMagAttachmentClass->RegisterComponent();
//below handles seeing the physical attachment you selected
- UStaticMeshComponent* StaticMeshComp = NewObject(ExtendedMagAttachmentClass, UStaticMeshComponent::StaticClass());
+ UStaticMeshComponent* StaticMeshComp = NewObject(
+ ExtendedMagAttachmentClass, UStaticMeshComponent::StaticClass());
if (IsValid(StaticMeshComp))
{
- StaticMeshComp->AttachToComponent(ExtendedMagAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
+ StaticMeshComp->AttachToComponent(ExtendedMagAttachmentClass,
+ FAttachmentTransformRules::SnapToTargetIncludingScale);
StaticMeshComp->SetStaticMesh(ExtendedMagMesh);
StaticMeshComp->SetRelativeRotation(FRotator(0, 180, 0));
StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
@@ -356,7 +373,8 @@ void ABaseWeaponClass::SetupGripAttachment(UStaticMesh* GripMesh)
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP GRIP ATTACHMENTS"));
FTransform EmptyTransform;
- USceneComponent* GripAttachmentClass = Cast(AddComponentByClass(UGripAttachmentClass::StaticClass(), false, EmptyTransform, false));
+ USceneComponent* GripAttachmentClass = Cast(
+ AddComponentByClass(UGripAttachmentClass::StaticClass(), false, EmptyTransform, false));
GripAttachmentClass->ComponentTags.Add(FName("AttachmentType"));
USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass();
if (IsValid(GripAttachmentClass))
@@ -364,16 +382,20 @@ void ABaseWeaponClass::SetupGripAttachment(UStaticMesh* GripMesh)
if (IsValid(WeaponSkeletonMesh))
{
//this handles giving the weapon the required component class/code
- GripAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("GripMeshSocket")));
+ GripAttachmentClass->AttachToComponent(WeaponSkeletonMesh,
+ FAttachmentTransformRules::SnapToTargetIncludingScale,
+ FName(TEXT("GripMeshSocket")));
UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
//this makes it showup in editor for better debugging
GripAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
GripAttachmentClass->RegisterComponent();
//below handles seeing the physical attachment you selected
- UStaticMeshComponent* StaticMeshComp = NewObject(GripAttachmentClass, UStaticMeshComponent::StaticClass());
+ UStaticMeshComponent* StaticMeshComp = NewObject(
+ GripAttachmentClass, UStaticMeshComponent::StaticClass());
if (IsValid(StaticMeshComp))
{
- StaticMeshComp->AttachToComponent(GripAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
+ StaticMeshComp->AttachToComponent(GripAttachmentClass,
+ FAttachmentTransformRules::SnapToTargetIncludingScale);
StaticMeshComp->SetStaticMesh(GripMesh);
StaticMeshComp->SetRelativeRotation(FRotator(0, 0, 0));
StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
@@ -387,5 +409,4 @@ void ABaseWeaponClass::SetupGripAttachment(UStaticMesh* GripMesh)
void ABaseWeaponClass::RemoveAllAttachments()
{
-
}
diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h
index 2a67c1f6..583bb67a 100644
--- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h
@@ -5,6 +5,7 @@
#include "CoreMinimal.h"
#include "WeaponItemClass.h"
#include "Components/ArrowComponent.h"
+#include "Components/PawnNoiseEmitterComponent.h"
#include "Kismet/KismetMathLibrary.h"
#include "EndlessVendetta/InteractionInterface.h"
#include "Engine/EngineTypes.h"
@@ -50,6 +51,7 @@ protected:
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
+
void ReloadTimer();
float currentPitch;
@@ -184,7 +186,7 @@ public:
UFUNCTION(BlueprintCallable)
void RemoveAllAttachments();
-
+
//
UFUNCTION(BlueprintImplementableEvent)
void ShowReloadingWidget();