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sha256:09c3e55afadb38ce98882e45a4144dee3f70756e1b95fa476c926714215ac171 +size 2148 diff --git a/EndlessVendetta/EndlessVendetta.uproject b/EndlessVendetta/EndlessVendetta.uproject index 94a0563c..cbc08bbc 100644 --- a/EndlessVendetta/EndlessVendetta.uproject +++ b/EndlessVendetta/EndlessVendetta.uproject @@ -34,6 +34,31 @@ "Enabled": true, "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/7d19b5622d6846edb9881e6c89bce05e" }, + { + "Name": "RigLogic", + "Enabled": true + }, + { + "Name": "LiveLink", + "Enabled": true + }, + { + "Name": "LiveLinkControlRig", + "Enabled": true + }, + { + "Name": "AppleARKitFaceSupport", + "Enabled": true, + "SupportedTargetPlatforms": [ + "IOS", + "Win64", + "Mac" + ] + }, + { + "Name": "HairStrands", + "Enabled": true + }, { "Name": "MixamoAnimationRetargeting", "Enabled": true, diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZone.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZone.cpp new file mode 100644 index 00000000..7780b46a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZone.cpp @@ -0,0 +1,47 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AI_RestrictedZone.h" + +#include "EndlessVendetta/EndlessVendettaCharacter.h" + + +// Sets default values +AAI_RestrictedZone::AAI_RestrictedZone() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + BoxCollision = CreateDefaultSubobject(TEXT("BoxCollision")); +} + +// Called when the game starts or when spawned +void AAI_RestrictedZone::BeginPlay() +{ + Super::BeginPlay(); + BoxCollision->OnComponentBeginOverlap.AddDynamic(this, &AAI_RestrictedZone::OnBoxOverlapBegin); + BoxCollision->OnComponentEndOverlap.AddDynamic(this, &AAI_RestrictedZone::OnBoxOverlapEnd); +} + +void AAI_RestrictedZone::OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (Cast(OtherActor)) + { + UE_LOG(LogTemp, Display, TEXT("Player entered restricted bounds")); + Cast(OtherActor)->IncrementRestrictedBoundsCount(); + } +} + +void AAI_RestrictedZone::OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + if (Cast(OtherActor)) + { + UE_LOG(LogTemp, Display, TEXT("Player left restricted bounds")); + Cast(OtherActor)->DecrementRestrictedBoundsCount(); + } +} + +// Called every frame +void AAI_RestrictedZone::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZone.h b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZone.h new file mode 100644 index 00000000..ca4cd298 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZone.h @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/BoxComponent.h" +#include "GameFramework/Actor.h" +#include "AI_RestrictedZone.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AAI_RestrictedZone : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AAI_RestrictedZone(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UPROPERTY() + UBoxComponent* BoxCollision; + + UFUNCTION() + void OnBoxOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); + UFUNCTION() + void OnBoxOverlapEnd(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZoneModifier.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZoneModifier.cpp new file mode 100644 index 00000000..dff721b4 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZoneModifier.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AI_RestrictedZoneModifier.h" + + +// Sets default values +AAI_RestrictedZoneModifier::AAI_RestrictedZoneModifier() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + BoxCollision = CreateDefaultSubobject(TEXT("BoxCollision")); +} + +// Called when the game starts or when spawned +void AAI_RestrictedZoneModifier::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AAI_RestrictedZoneModifier::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZoneModifier.h b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZoneModifier.h new file mode 100644 index 00000000..b720c93b --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_RestrictedZoneModifier.h @@ -0,0 +1,28 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/BoxComponent.h" +#include "GameFramework/Actor.h" +#include "AI_RestrictedZoneModifier.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AAI_RestrictedZoneModifier : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AAI_RestrictedZoneModifier(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UBoxComponent* BoxCollision; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp index aaedd505..2c2061e4 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp @@ -6,6 +6,7 @@ #include "AIControlHub.h" #include "AIController.h" #include "BehaviorTree/BlackboardComponent.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" class UAISense_Sight; @@ -21,13 +22,16 @@ void AEnemyCharacter::BeginPlay() { Super::BeginPlay(); CharacterName = "Enemy"; + + if (AEndlessVendettaCharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) + { + PlayerCharacter->RestrictedAreaStatusChanged.AddUniqueDynamic(this, &AEnemyCharacter::SetIfPlayerIsInRestrictedArea); + } } void AEnemyCharacter::OnDeath() { Super::OnDeath(); - DelegatedControlHub->AlertLevelEvent.Remove(AlertLevelDelegateHandle); - DelegatedControlHub->HuntPlayerEvent.Remove(HuntPlayerDelegateHandle); AlertLevelDelegateHandle.Reset(); HuntPlayerDelegateHandle.Reset(); EnemyDied.Broadcast(); @@ -54,14 +58,35 @@ void AEnemyCharacter::SetAlertLevel(const int NewAlertLevel) const Cast(GetController())->GetBlackboardComponent()->SetValueAsInt("AlertLevel", NewAlertLevel); } -void AEnemyCharacter::SetLocalAlertLevel(int NewAlertLevel) const +void AEnemyCharacter::SetLocalAlertLevel(int NewAlertLevel) { - if (!IsValid(DelegatedControlHub)) return; if (!IsValid(GetController())) return; Cast(GetController())->GetBlackboardComponent()->SetValueAsBool("IsInvestigating", true); + if (NewAlertLevel >= 2) SetHostilityLevel(EHostilityLevel::Hostile); + if (!IsValid(DelegatedControlHub)) return; DelegatedControlHub->SetAlertLevel(NewAlertLevel); } +void AEnemyCharacter::SetHostilityLevel(const EHostilityLevel NewHostilityLevel) +{ + if (NewHostilityLevel == EHostilityLevel::Hostile) + { + if (!IsValid(GetController())) return; + Cast(GetController())->GetBlackboardComponent()->SetValueAsBool("IsHostile", true); + } + HostilityLevel = NewHostilityLevel; +} + +float AEnemyCharacter::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) +{ + if (Cast(EventInstigator->GetPawn())) + { + SetHostilityLevel(EHostilityLevel::Hostile); + HuntPlayer(Cast(EventInstigator->GetPawn())->GetActorLocation()); + } + return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); +} + void AEnemyCharacter::EquipWeapon_Implementation() { } @@ -82,3 +107,9 @@ void AEnemyCharacter::HuntPlayer(FVector PlayerLastKnownLocation) EquipWeapon(); Cast(GetController())->GetBlackboardComponent()->SetValueAsVector("LastKnownLocation", PlayerLastKnownLocation); } + +void AEnemyCharacter::SetIfPlayerIsInRestrictedArea(const bool bIsInRestrictedArea) +{ + if (!IsValid(GetController())) return; + Cast(GetController())->GetBlackboardComponent()->SetValueAsBool("PlayerIsInRestrictedBounds", bIsInRestrictedArea); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h index d74195b1..11bcd3db 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h @@ -8,6 +8,14 @@ #include "GameFramework/Character.h" #include "EnemyCharacter.generated.h" +UENUM(BlueprintType) +enum class EHostilityLevel : uint8 +{ + None UMETA(DisplayName = "None"), + Neutral UMETA(DisplayName = "Neutral"), + Warning UMETA(DisplayName = "Warning"), + Hostile UMETA(DisplayName = "Hostile") +}; DECLARE_DYNAMIC_MULTICAST_DELEGATE(FEnemyDied); UCLASS() @@ -20,6 +28,8 @@ public: AEnemyCharacter(); UPROPERTY(BlueprintReadWrite) bool WeaponRaised = false; + UPROPERTY(BlueprintReadOnly) + EHostilityLevel HostilityLevel = EHostilityLevel::None; UPROPERTY(BlueprintAssignable) FEnemyDied EnemyDied; @@ -34,8 +44,11 @@ public: virtual void Tick(float DeltaTime) override; UFUNCTION(BlueprintCallable) void SubscribeToGroupAIEvents(class AAIControlHub* ControlHub); - void SetLocalAlertLevel(int NewAlertLevel) const; - + void SetLocalAlertLevel(int NewAlertLevel); + UFUNCTION(BlueprintCallable) + void SetHostilityLevel(EHostilityLevel NewHostilityLevel); + virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; + //Animation Blueprint Triggers UFUNCTION(BlueprintNativeEvent) void EquipWeapon(); @@ -57,4 +70,6 @@ private: FDelegateHandle HuntPlayerDelegateHandle; void SetAlertLevel(int NewAlertLevel) const; void HuntPlayer(FVector PlayerLastKnowLocation); + UFUNCTION() + void SetIfPlayerIsInRestrictedArea(bool bIsInRestrictedArea); }; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.cpp index 3cd9990b..3aa25e00 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.cpp @@ -14,7 +14,7 @@ EBTNodeResult::Type UBTTask_SetLocalAlertLevel::ExecuteTask(UBehaviorTreeCompone { if (const AAI_EnemyController* const AIEnemyController = Cast(OwnerComp.GetAIOwner())) { - if (const AEnemyCharacter* const EnemyCharacter = Cast(AIEnemyController->GetPawn())) + if (AEnemyCharacter* const EnemyCharacter = Cast(AIEnemyController->GetPawn())) { EnemyCharacter->SetLocalAlertLevel(AlertLevel); diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 1de79a3d..59a2ce85 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -47,13 +47,33 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter() Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f)); } +void AEndlessVendettaCharacter::IncrementRestrictedBoundsCount() +{ + RestrictedBoundsCount++; + if (RestrictedBoundsCount > 0) + { + bIsInRestrictedArea = true; + RestrictedAreaStatusChanged.Broadcast(true); + } +} + +void AEndlessVendettaCharacter::DecrementRestrictedBoundsCount() +{ + RestrictedBoundsCount--; + if (RestrictedBoundsCount <= 0) + { + bIsInRestrictedArea = false; + RestrictedAreaStatusChanged.Broadcast(false); + } +} + void AEndlessVendettaCharacter::BeginPlay() { // Call the base class Super::BeginPlay(); bIsCurrentlyHoldingWeapon = false; UEVGameInstance* GI = Cast(GetWorld()->GetGameInstance()); - if (IsValid(GI->MainSaveGameInstanceRef)) + if (IsValid(GI->MainSaveGameInstanceRef)) { PrimaryWeaponClass = GI->MainSaveGameInstanceRef->PrimaryWeaponClassSave; SecondaryWeaponClass = GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave; @@ -386,7 +406,7 @@ void AEndlessVendettaCharacter::EquipPrimary() Cast(GetWorld()->GetAuthGameMode())->SendEvent("DeEquip", "Pri"); return; } - + if (IsValid(SecondaryWeapon)) EquipSecondary(); if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; @@ -485,7 +505,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) PrimaryWeaponClass = Outhit->GetClass(); if (IsValid(PrimaryWeapon)) { - if(bIsCurrentlyHoldingWeapon) + if (bIsCurrentlyHoldingWeapon) { PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); UE_LOG(LogTemp, Warning, TEXT("PRIMARY WEAPON SPAWNING IN")); @@ -494,7 +514,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) } bIsWeaponPickedUp = true; UEVGameInstance* GI = Cast(GetGameInstance()); - if (IsValid(GI->MainSaveGameInstanceRef)) + if (IsValid(GI->MainSaveGameInstanceRef)) { GI->MainSaveGameInstanceRef->PrimaryWeaponClassSave = Outhit->GetClass(); UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); @@ -523,7 +543,7 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) { if (IsValid(SecondaryWeapon)) { - if(bIsCurrentlyHoldingWeapon) + if (bIsCurrentlyHoldingWeapon) { GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Blue, TEXT("bIsCurrentlyHoldingSecondaryCalled, trying to spawn secondary weapon actor")); SecondaryWeaponActor = GetWorld()->SpawnActor(SecondaryWeaponClass, spawnParams); @@ -533,14 +553,14 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) } bIsWeaponPickedUp = true; SecondaryWeaponClass = Outhit->GetClass(); - + UEVGameInstance* GI = Cast(GetGameInstance()); - if (IsValid(GI->MainSaveGameInstanceRef)) + if (IsValid(GI->MainSaveGameInstanceRef)) { GI->MainSaveGameInstanceRef->SecondaryWeaponClassSave = Outhit->GetClass(); UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); } - + Outhit->Destroy(); EquipSecondary(); } diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index f5ac9b2a..03f8df4a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -9,7 +9,6 @@ #include "Components/ArrowComponent.h" #include "GadgetSystem/GadgetManager.h" #include "Inventory/InventoryComponent.h" -#include "Pawn/VICharacter.h" #include "SpaceShip/SpaceShip.h" #include "EndlessVendettaCharacter.generated.h" @@ -133,14 +132,24 @@ public: void StopSecondaryWeaponADS(); UPROPERTY(BlueprintReadWrite) bool bIsInDialogue = false; + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats") + bool bIsInRestrictedArea = false; + UFUNCTION(BlueprintCallable) + void IncrementRestrictedBoundsCount(); + UFUNCTION(BlueprintCallable) + void DecrementRestrictedBoundsCount(); + DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedArea); + + UPROPERTY(BlueprintAssignable, Category = "Restricted Area") + FRestrictedAreaStatusChangedSignature RestrictedAreaStatusChanged; protected: virtual void BeginPlay() override; virtual void Tick(float DeltaTime) override; bool InPauseMenu = false; - + UPROPERTY(EditDefaultsOnly, Category = "Gadget") TSubclassOf GadgetManagerClass; @@ -152,6 +161,9 @@ protected: UFUNCTION(BlueprintImplementableEvent) void PlayFadeScreen(); + UPROPERTY() + int RestrictedBoundsCount = 0; + public: AGadgetManager* GadgetManager; bool bIsReloading = false; @@ -240,6 +252,7 @@ protected: void StartedHoldingInteract(float Duration); UFUNCTION(BlueprintImplementableEvent) void StoppedHoldingInteract(); + protected: // Used by vault it plugin to run vaulting animations USkeletalMeshComponent* FP_SkeletalMesh = nullptr; @@ -288,9 +301,11 @@ private: UPROPERTY(EditDefaultsOnly, Category = "Hover Bike") TSubclassOf SpaceShipClass; ASpaceShip* SpaceShip; + protected: bool PlayerOnShip = false; void HoldInteract(); + public: void ExitShip(FTransform ExitLoc); void EnterShip(FTransform TakeoffLoc); diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 37c05e62..3f92f5ac 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -179,7 +179,7 @@ void ABaseWeaponClass::Fire() traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); - DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f); + WeaponFired.Broadcast(); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); currentAmmoCount -= 1; GenerateRecoilVector(); diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index ea33cad6..3219e7de 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -27,7 +27,7 @@ protected: virtual void BeginPlay() override; virtual void ApplyRecoil(float DeltaTime); - + void GenerateRecoilVector(); void nullSamples(); @@ -45,22 +45,20 @@ protected: UFUNCTION(BlueprintImplementableEvent) void ShowReloadingWidget(); - + UFUNCTION(BlueprintImplementableEvent) void HideReloadingWidget(); - - public: // Called every frame virtual void Tick(float DeltaTime) override; void ReloadTimer(); - + float currentPitch; - + UPROPERTY(EditAnywhere) float BulletDistance; - + UPROPERTY(EditAnywhere, BlueprintReadWrite) FString WeaponName; @@ -111,9 +109,9 @@ public: UPROPERTY(VisibleAnywhere) ACharacter* playerInWorld; - + AEndlessVendettaCharacter* endlessVendettaChar; - + APlayerController* playerControllerRef; FTimerHandle timerHandle; @@ -169,7 +167,7 @@ public: void Interact() override; - void InteractPrompt() override; + void InteractPrompt() override; UFUNCTION(BlueprintImplementableEvent) void WeaponStatsPopUp(); @@ -185,6 +183,11 @@ public: UFUNCTION(BlueprintImplementableEvent) void HideNeedReloadUI(); + DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWeaponFired); + + UPROPERTY(BlueprintAssignable, Category = "Weapons") + FWeaponFired WeaponFired; + protected: UArrowComponent* GunStartArrow; bool bStopShooting = false;