Merge branch 'WeaponSystem' into dev
# Conflicts: # EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.cpp
This commit is contained in:
commit
0f465d1631
@ -6,3 +6,6 @@ bAllowClassAndBlueprintPinMatching=true
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bReplaceBlueprintWithClass= true
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bReplaceBlueprintWithClass= true
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bDontLoadBlueprintOutsideEditor= true
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bDontLoadBlueprintOutsideEditor= true
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bBlueprintIsNotBlueprintType= true
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bBlueprintIsNotBlueprintType= true
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[/Script/AdvancedPreviewScene.SharedProfiles]
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@ -85,3 +85,6 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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bUseManualIPAddress=False
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ManualIPAddress=
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ManualIPAddress=
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[CoreRedirects]
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+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld")
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BIN
EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
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EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_GunCameraShake.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Images/crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Images/crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_GunAimIn.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_GunAimIn.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_HoldShoot.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_HoldShoot.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Reload.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Reload.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Shoot.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Shoot.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_TapShoot.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_TapShoot.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Weapons.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Weapons.uasset
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EndlessVendetta/Content/FirstPersonArms/Animations/FirstPerson_AnimBP.uasset
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EndlessVendetta/Content/FirstPersonArms/Animations/FirstPerson_AnimBP.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -88,7 +88,12 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipSecondary);
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EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipSecondary);
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//Weapon Shooting
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//Weapon Shooting
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EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
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EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::FireCaller);
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EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunRightClick);
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EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopGunRightClick);
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//Weapon Reloading
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EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunReload);
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}
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}
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}
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}
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@ -139,6 +144,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (IsValid(PrimaryWeapon))
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if (IsValid(PrimaryWeapon))
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{
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{
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PrimaryWeapon->Destroy();
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PrimaryWeapon->Destroy();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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PrimaryWeapon = nullptr;
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PrimaryWeapon = nullptr;
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bHasRifle = false;
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bHasRifle = false;
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return;
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return;
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@ -146,11 +152,9 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (IsValid(SecondaryWeapon)) EquipSecondary();
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if (IsValid(SecondaryWeapon)) EquipSecondary();
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// Marcel I respect you, like you and what not, please for the love of god don't touch these two guard clauses
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;/////////////////////////
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;///////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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@ -164,34 +168,6 @@ void AEndlessVendettaCharacter::EquipPrimary()
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//We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor
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//We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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//If primary weapon is not there but secondary weapon is it will call equipSecondary.
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//EquipSecondary checks and sees that secondary is there so it will call to destroy itself
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//Code goes back and sees primary weapon is not there anymore and spawns it in.
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//Same thing for the EquipSecondary()
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// if (!IsValid(PrimaryWeapon))
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// {
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// if (IsValid(SecondaryWeapon)) EquipSecondary();
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//
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// UE_LOG(LogTemp, Display, TEXT("Primary equipped"));
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// bHasRifle = true;
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// FActorSpawnParameters spawnParams;
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// spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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// //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass
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// AActor* PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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// PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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// //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object
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// //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor
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// PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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//
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// }
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// else if (IsValid(PrimaryWeapon))
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// {
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// PrimaryWeapon->Destroy();
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// bHasRifle = false;
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// }
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}
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}
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void AEndlessVendettaCharacter::EquipSecondary()
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void AEndlessVendettaCharacter::EquipSecondary()
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@ -199,6 +175,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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if (IsValid(SecondaryWeapon))
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if (IsValid(SecondaryWeapon))
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{
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{
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SecondaryWeapon->Destroy();
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SecondaryWeapon->Destroy();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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SecondaryWeapon = nullptr;
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SecondaryWeapon = nullptr;
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bHasRifle = false;
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bHasRifle = false;
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return;
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return;
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@ -206,11 +183,9 @@ void AEndlessVendettaCharacter::EquipSecondary()
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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// Marcel I respect you, like you and what not, please for the love of god don't touch these two guard clauses
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;/////////////////////////
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;///////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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FActorSpawnParameters spawnParams;
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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@ -220,74 +195,81 @@ void AEndlessVendettaCharacter::EquipSecondary()
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AActor* SecondaryWeaponActor = GetWorld()->SpawnActor<AActor>(SecondaryWeaponClass, spawnParams);
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AActor* SecondaryWeaponActor = GetWorld()->SpawnActor<AActor>(SecondaryWeaponClass, spawnParams);
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SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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// if (!IsValid(SecondaryWeapon))
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// {
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// if (IsValid(PrimaryWeapon)) EquipPrimary();
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//
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// UE_LOG(LogTemp, Display, TEXT("Secondary equipped"));
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// bHasRifle = true;
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// FActorSpawnParameters spawnParams;
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// spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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// AActor* SecondaryWeaponActor = GetWorld()->SpawnActor<AActor>(SecondaryWeaponClass, spawnParams);
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// SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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// SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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// }
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// else if (IsValid(SecondaryWeapon))
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// {
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// SecondaryWeapon->Destroy();
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// bHasRifle = false;
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// }
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}
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}
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//Calls the fire function in the baseWeaponClass
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//Calls the fire function in the baseWeaponClass
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void AEndlessVendettaCharacter::TapFireCaller()
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void AEndlessVendettaCharacter::FireCaller()
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{
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{
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UE_LOG(LogTemp, Warning, TEXT("Tap Fire"));
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UE_LOG(LogTemp, Warning, TEXT("Tap Fire"));
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// if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon))
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if (IsValid(PrimaryWeapon))
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// {
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{
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// PrimaryWeaponClass.GetDefaultObject()->TapFire();
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PrimaryWeapon->Fire();
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// }
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}
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if (IsValid(SecondaryWeapon))
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{
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SecondaryWeapon->Fire();
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}
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}
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}
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//POTENTIAL PICKUP SYSTEM NEEDS CHANGING BUT YES
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void AEndlessVendettaCharacter::GunRightClick()
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//Called from Player BluePrints
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/*void AEndlessVendettaCharacter::WeaponPickUpSystem(AActor* PickedUpWeapon)
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{
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{
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ABaseWeaponClass* WeaponInWorld = Cast<ABaseWeaponClass>(PickedUpWeapon);
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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if(WeaponInWorld->IsA(ABaseWeaponClass::StaticClass()))
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{
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{
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if(PrimaryWeapon)
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for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
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{
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{
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UE_LOG(LogTemp, Display, TEXT("Primary Weapon Picked up"));
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ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
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bHasRifle = true;
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break;
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FVector loc = GetActorLocation() + FVector(-50, 0, 0);
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}
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FRotator rot = GetActorRotation();
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if (!IsValid(ScopedLocationArrow)) return;
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FActorSpawnParameters spawnParams;
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PrimaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation());
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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bIsScoped = true;
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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PrimaryWeapon->WeaponScopedFire();
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//WeaponInWorld = Cast<ABaseWeaponClass>(GetWorld()->SpawnActor<AActor>(PrimaryWeapon, loc, rot, spawnParams));
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this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
|
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WeaponInWorld->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
|
}
|
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WeaponInWorld->Destroy();
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if (IsValid(SecondaryWeapon) && !bIsScoped)
|
||||||
|
{
|
||||||
|
for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
|
||||||
|
{
|
||||||
|
ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (!IsValid(ScopedLocationArrow)) return;
|
||||||
|
bIsScoped = true;
|
||||||
|
SecondaryWeapon->WeaponScopedFire();
|
||||||
|
SecondaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation());
|
||||||
|
this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//for some reason the spawning of the weapon is broken to the players hand so need to fix this.
|
void AEndlessVendettaCharacter::StopGunRightClick()
|
||||||
|
{
|
||||||
// potentially add a varibable to check if its a secondary or priamry weapon being picked up
|
if (IsValid(PrimaryWeapon))
|
||||||
// add this in the baseweaponclass variable
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|
||||||
}
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|
||||||
}
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|
||||||
if(WeaponInWorld->IsA(ABaseWeaponClass::StaticClass()))
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|
||||||
{
|
{
|
||||||
if(SecondaryWeapon)
|
bIsScoped = false;
|
||||||
|
PrimaryWeapon->WeaponScopedFire();
|
||||||
|
PrimaryWeapon->SetActorRelativeLocation(FVector(0,0,0));
|
||||||
|
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
|
||||||
|
}
|
||||||
|
if (IsValid(SecondaryWeapon))
|
||||||
{
|
{
|
||||||
UE_LOG(LogTemp, Display, TEXT("Secondary Weapon Picked up"));
|
bIsScoped = false;
|
||||||
|
SecondaryWeapon->WeaponScopedFire();
|
||||||
|
SecondaryWeapon->SetActorRelativeLocation(FVector(0,0,0));
|
||||||
|
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void AEndlessVendettaCharacter::GunReload()
|
||||||
|
{
|
||||||
|
if (IsValid(PrimaryWeapon))
|
||||||
|
{
|
||||||
|
PrimaryWeapon->WeaponReload();
|
||||||
}
|
}
|
||||||
|
if (IsValid(SecondaryWeapon))
|
||||||
|
{
|
||||||
|
SecondaryWeapon->WeaponReload();
|
||||||
}
|
}
|
||||||
}*/
|
}
|
||||||
|
|
||||||
|
|
||||||
void AEndlessVendettaCharacter::Move(const FInputActionValue& Value)
|
void AEndlessVendettaCharacter::Move(const FInputActionValue& Value)
|
||||||
|
@ -60,7 +60,10 @@ class AEndlessVendettaCharacter : public ACharacter
|
|||||||
class UInputAction* TapShootAction;
|
class UInputAction* TapShootAction;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||||
class UInputAction* HoldShootAction;
|
class UInputAction* GunAimInAction;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||||
|
class UInputAction* GunReloadAction;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
AEndlessVendettaCharacter();
|
AEndlessVendettaCharacter();
|
||||||
@ -101,8 +104,21 @@ public:
|
|||||||
ABaseWeaponClass* SecondaryWeapon;
|
ABaseWeaponClass* SecondaryWeapon;
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
void TapFireCaller();
|
void FireCaller();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
|
void GunRightClick();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
|
void StopGunRightClick();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
|
void GunReload();
|
||||||
|
|
||||||
|
UArrowComponent* ScopedLocationArrow;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Dont Touch")
|
||||||
|
bool bIsScoped;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
/** Called for movement input */
|
/** Called for movement input */
|
||||||
@ -119,9 +135,6 @@ protected:
|
|||||||
|
|
||||||
void EquipSecondary();
|
void EquipSecondary();
|
||||||
|
|
||||||
//Called from Player BluePrints
|
|
||||||
//UFUNCTION(BlueprintCallable, Category = "Weapons")
|
|
||||||
//void WeaponPickUpSystem(AActor* PickedUpWeapon);
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// APawn interface
|
// APawn interface
|
||||||
@ -134,5 +147,6 @@ public:
|
|||||||
/** Returns FirstPersonCameraComponent subobject **/
|
/** Returns FirstPersonCameraComponent subobject **/
|
||||||
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
|
UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; }
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -60,12 +60,11 @@ void AVisionLinkEnemyLOSTest::TestLOS(TArray<uint32> EnemiesInLink, AActor* LOSA
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (AActor* Enemy : OverlappingEnemies)
|
/*for (AActor* Enemy : OverlappingEnemies)
|
||||||
{
|
{
|
||||||
FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation());
|
FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation());
|
||||||
UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw);
|
UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw);
|
||||||
UE_LOG(LogTemp, Warning, TEXT("enemy name: %s"), *Enemy->GetName());
|
}*/
|
||||||
}
|
|
||||||
|
|
||||||
Destroy();
|
Destroy();
|
||||||
|
|
||||||
|
@ -2,7 +2,11 @@
|
|||||||
|
|
||||||
|
|
||||||
#include "BaseWeaponClass.h"
|
#include "BaseWeaponClass.h"
|
||||||
|
|
||||||
|
#include "AIHelpers.h"
|
||||||
|
#include "GeneratedCodeHelpers.h"
|
||||||
#include "EndlessVendetta/EndlessVendettaCharacter.h"
|
#include "EndlessVendetta/EndlessVendettaCharacter.h"
|
||||||
|
#include "Kismet/KismetMathLibrary.h"
|
||||||
#include "Components/CapsuleComponent.h"
|
#include "Components/CapsuleComponent.h"
|
||||||
#include "Kismet/GameplayStatics.h"
|
#include "Kismet/GameplayStatics.h"
|
||||||
|
|
||||||
@ -21,46 +25,180 @@ void ABaseWeaponClass::BeginPlay()
|
|||||||
|
|
||||||
// Attempt to find the player character
|
// Attempt to find the player character
|
||||||
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
|
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
|
||||||
player = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
|
playerInWorld = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
|
||||||
if (PlayerController)
|
|
||||||
|
endlessVendettaChar = Cast<AEndlessVendettaCharacter>(playerInWorld);
|
||||||
|
|
||||||
|
for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(), FName("GunStart")))
|
||||||
{
|
{
|
||||||
if (player)
|
GunStartArrow = Cast<UArrowComponent>(actorComp);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!playerControllerRef)
|
||||||
{
|
{
|
||||||
UE_LOG(LogTemp, Display, TEXT("BeginPlay: Player found."));
|
playerControllerRef = UGameplayStatics::GetPlayerController(GetWorld(), 0);
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player not found."));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player controller not found."));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
originalMagnitude = recoilMagnitude;
|
||||||
|
originalMaxAngleLeft = recoilMaxAngleLeft;
|
||||||
|
originalMaxAngleRight = recoilMaxAngleRight;
|
||||||
|
originalMinMultiplier = recoilMinMultiplier;
|
||||||
|
|
||||||
|
currentAmmoCount = MagazineSize;
|
||||||
|
|
||||||
|
UE_LOG(LogTemp, Display, TEXT("crnnt ammo: %d"), MagazineSize);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Called every frame
|
// Called every frame
|
||||||
void ABaseWeaponClass::Tick(float DeltaTime)
|
void ABaseWeaponClass::Tick(float DeltaTime)
|
||||||
{
|
{
|
||||||
Super::Tick(DeltaTime);
|
Super::Tick(DeltaTime);
|
||||||
|
|
||||||
|
if (playerInWorld)
|
||||||
|
{
|
||||||
|
ApplyRecoil(DeltaTime);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ABaseWeaponClass::TapFire()
|
|
||||||
|
// Recoil Handling ////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
void ABaseWeaponClass::GenerateRecoilVector()
|
||||||
{
|
{
|
||||||
|
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
|
||||||
|
|
||||||
|
recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle));
|
||||||
|
recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle));
|
||||||
|
|
||||||
|
//scaling direction to magnitude
|
||||||
|
recoilResultPitch *= -tempMag;
|
||||||
|
recoilResultYaw *= tempMag;
|
||||||
|
|
||||||
|
//reset recoil to 0 of curve
|
||||||
|
recoilTime = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ABaseWeaponClass::ApplyRecoil(float DeltaTime)
|
||||||
|
{
|
||||||
|
if (recoilTime < 0.3)
|
||||||
|
{
|
||||||
|
float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
|
||||||
|
recoilTime += DeltaTime;
|
||||||
|
playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime));
|
||||||
|
playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime));
|
||||||
|
UpdateSamples(amplitude, recoilTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ABaseWeaponClass::nullSamples()
|
||||||
|
{
|
||||||
|
recoilCurvet = 0;
|
||||||
|
recoilCurvez1 = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
//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
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//Same as getrecoilpitch
|
||||||
|
float ABaseWeaponClass::GetRecoilYaw(float Amp, float Time)
|
||||||
|
{
|
||||||
|
float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp;
|
||||||
|
float mult = (Time - recoilCurvet) * lower;
|
||||||
|
|
||||||
|
mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f;
|
||||||
|
return (recoilResultYaw * mult) / playerControllerRef->InputYawScale_DEPRECATED;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ABaseWeaponClass::UpdateSamples(float Amp, float Time)
|
||||||
|
{
|
||||||
|
recoilCurvez1 = Amp;
|
||||||
|
recoilCurvet = Time;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fire handling //////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
void ABaseWeaponClass::ClickDetectionTimer()
|
||||||
|
{
|
||||||
|
GetWorldTimerManager().SetTimer(timerHandle, this, &ABaseWeaponClass::Fire, 1 / FireRate, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ABaseWeaponClass::CancelFire()
|
||||||
|
{
|
||||||
|
GetWorldTimerManager().ClearTimer(timerHandle);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ABaseWeaponClass::Fire()
|
||||||
|
{
|
||||||
|
if(currentAmmoCount > 0)
|
||||||
|
{
|
||||||
|
//do damage fallof based off distance
|
||||||
FHitResult outHit;
|
FHitResult outHit;
|
||||||
FVector traceStart;
|
FVector traceStart;
|
||||||
FVector traceEnd;
|
FVector traceEnd;
|
||||||
traceStart = player->GetActorLocation();
|
traceStart = GunStartArrow->GetComponentLocation();
|
||||||
traceEnd = traceStart + (player->GetActorForwardVector() * 50);
|
traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
|
||||||
UE_LOG(LogTemp, Display, TEXT("World: %s"), *GetWorld()->GetName());
|
|
||||||
FCollisionQueryParams collisionParams;
|
FCollisionQueryParams collisionParams;
|
||||||
|
collisionParams.AddIgnoredActor(playerInWorld);
|
||||||
|
collisionParams.AddIgnoredActor(this);
|
||||||
|
if (GetWorldTimerManager().IsTimerActive(timerHandle))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
|
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
|
||||||
|
|
||||||
//Debug line to see where the trace hit
|
//Debug line to see where the trace hit
|
||||||
DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, true);
|
DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f);
|
||||||
|
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
|
||||||
|
currentAmmoCount -= 1;
|
||||||
|
UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount);
|
||||||
|
GenerateRecoilVector();
|
||||||
|
ClickDetectionTimer();
|
||||||
if (outHit.bBlockingHit)
|
if (outHit.bBlockingHit)
|
||||||
{
|
{
|
||||||
UE_LOG(LogTemp, Display, TEXT("Hit something"));
|
UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
|
||||||
}
|
}
|
||||||
UE_LOG(LogTemp, Display, TEXT("BOOMBOOMBIMBAMBIM"));
|
}
|
||||||
|
else if(currentAmmoCount <= 0)
|
||||||
|
{
|
||||||
|
UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ABaseWeaponClass::WeaponScopedFire()
|
||||||
|
{
|
||||||
|
if (endlessVendettaChar->bIsScoped)
|
||||||
|
{
|
||||||
|
recoilMagnitude -= 0.2f;
|
||||||
|
recoilMaxAngleLeft /= 2.f;
|
||||||
|
recoilMaxAngleRight /= 2.f;
|
||||||
|
recoilMinMultiplier -= 0.2f;
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
recoilMagnitude = originalMagnitude;
|
||||||
|
recoilMaxAngleLeft = originalMaxAngleLeft;
|
||||||
|
recoilMaxAngleRight = originalMaxAngleRight;
|
||||||
|
recoilMinMultiplier = originalMinMultiplier;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ABaseWeaponClass::WeaponReload()
|
||||||
|
{
|
||||||
|
if(MagazineSize > currentAmmoCount)
|
||||||
|
{
|
||||||
|
UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize);
|
||||||
|
currentAmmoCount = MagazineSize;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -4,6 +4,8 @@
|
|||||||
|
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
#include "WeaponItemClass.h"
|
#include "WeaponItemClass.h"
|
||||||
|
#include "Components/ArrowComponent.h"
|
||||||
|
#include "Kismet/KismetMathLibrary.h"
|
||||||
#include "BaseWeaponClass.generated.h"
|
#include "BaseWeaponClass.generated.h"
|
||||||
|
|
||||||
class AEndlessVendettaCharacter;
|
class AEndlessVendettaCharacter;
|
||||||
@ -22,6 +24,23 @@ protected:
|
|||||||
// Called when the game starts or when spawned
|
// Called when the game starts or when spawned
|
||||||
virtual void BeginPlay() override;
|
virtual void BeginPlay() override;
|
||||||
|
|
||||||
|
void GenerateRecoilVector();
|
||||||
|
|
||||||
|
void ApplyRecoil(float DeltaTime);
|
||||||
|
|
||||||
|
void nullSamples();
|
||||||
|
|
||||||
|
//recoil previous curve
|
||||||
|
float recoilCurvez1 = 0;
|
||||||
|
|
||||||
|
//recoil previous curve time
|
||||||
|
float recoilCurvet = 0;
|
||||||
|
|
||||||
|
float recoilTime = 0;
|
||||||
|
|
||||||
|
float recoilResultPitch = 0;
|
||||||
|
float recoilResultYaw = 0;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Called every frame
|
// Called every frame
|
||||||
virtual void Tick(float DeltaTime) override;
|
virtual void Tick(float DeltaTime) override;
|
||||||
@ -42,17 +61,70 @@ public:
|
|||||||
UTexture2D* WeaponImage;
|
UTexture2D* WeaponImage;
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
void TapFire();
|
virtual void Fire();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
|
void ClickDetectionTimer();
|
||||||
|
|
||||||
|
void CancelFire();
|
||||||
|
|
||||||
UPROPERTY(VisibleAnywhere)
|
UPROPERTY(VisibleAnywhere)
|
||||||
ACharacter* player;
|
ACharacter* playerInWorld;
|
||||||
|
|
||||||
|
AEndlessVendettaCharacter* endlessVendettaChar;
|
||||||
|
|
||||||
|
APlayerController* playerControllerRef;
|
||||||
|
|
||||||
|
FTimerHandle timerHandle;
|
||||||
|
|
||||||
//Add HoldFire functionality after pistol is complete for holding fire for pistol and make it start spraying innacuratly.
|
bool bFirstBulletShot = false;
|
||||||
|
|
||||||
// UFUNCTION(BlueprintCallable, Category = "Weapons")
|
UPROPERTY(EditAnywhere)
|
||||||
// void HoldFire();
|
TSubclassOf<UCameraShakeBase> CameraShakeClass;
|
||||||
|
|
||||||
|
/* How far the gun goes up*/
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||||
|
float recoilMagnitude;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||||
|
float recoilMaxAngleLeft;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||||
|
float recoilMaxAngleRight;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||||
|
float recoilMinMultiplier;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||||
|
class UCurveFloat* RecoilCurve;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Recoil")
|
||||||
|
float GetRecoilPitch(float Amp, float Time);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Recoil")
|
||||||
|
float GetRecoilYaw(float Amp, float Time);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Recoil")
|
||||||
|
void UpdateSamples(float Amp, float Time);
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
|
void WeaponScopedFire();
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||||
|
void WeaponReload();
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
UArrowComponent* GunStartArrow;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere)
|
||||||
|
float BulletDistance;
|
||||||
|
|
||||||
|
float originalMagnitude;
|
||||||
|
float originalMaxAngleLeft;
|
||||||
|
float originalMaxAngleRight;
|
||||||
|
float originalMinMultiplier;
|
||||||
|
|
||||||
|
int currentAmmoCount;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
@ -24,3 +24,9 @@ void APistolClass::Tick(float DeltaTime)
|
|||||||
Super::Tick(DeltaTime);
|
Super::Tick(DeltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void APistolClass::Fire()
|
||||||
|
{
|
||||||
|
Super::Fire();
|
||||||
|
UE_LOG(LogTemp, Display, TEXT("Testing overrides: Pistol has been fired"));
|
||||||
|
}
|
||||||
|
|
||||||
|
@ -22,4 +22,6 @@ protected:
|
|||||||
public:
|
public:
|
||||||
// Called every frame
|
// Called every frame
|
||||||
virtual void Tick(float DeltaTime) override;
|
virtual void Tick(float DeltaTime) override;
|
||||||
|
|
||||||
|
virtual void Fire() override;
|
||||||
};
|
};
|
||||||
|
@ -0,0 +1,4 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
|
||||||
|
#include "WeaponCameraShake.h"
|
@ -0,0 +1,16 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
|
||||||
|
#include "WeaponCameraShake.generated.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
UCLASS()
|
||||||
|
class ENDLESSVENDETTA_API UWeaponCameraShake : public UCameraShakeBase
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
};
|
Loading…
Reference in New Issue
Block a user