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a/EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/7/VS/TBSU6BHEHN191N9FG8A6XN.uasset b/EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/7/VS/TBSU6BHEHN191N9FG8A6XN.uasset new file mode 100644 index 00000000..34849915 --- /dev/null +++ b/EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/7/VS/TBSU6BHEHN191N9FG8A6XN.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4b166a03dba174d55220b56cde59bb17914ac485c6b2b4055d1c99ad6d6d3da7 +size 6183 diff --git a/EndlessVendetta/EndlessVendetta.uproject b/EndlessVendetta/EndlessVendetta.uproject index 1a1190f2..340e263e 100644 --- a/EndlessVendetta/EndlessVendetta.uproject +++ b/EndlessVendetta/EndlessVendetta.uproject @@ -11,7 +11,8 @@ "AdditionalDependencies": [ "Engine", "AIModule", - "CoreUObject" + "CoreUObject", + "UMG" ] } ], diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h index 3086ca39..9c0fa9bf 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h @@ -4,6 +4,7 @@ #include "CoreMinimal.h" #include "WaypointActor.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" #include "GameFramework/Actor.h" #include "CheckpointClass.generated.h" @@ -33,7 +34,7 @@ protected: UFUNCTION(BlueprintCallable, Category = "Checkpoint") void BroadcastCompletion() { - UE_LOG(LogTemp, Warning, TEXT("Completed Checkpoint")); + Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(); CompletedCheckpoint.Broadcast(); } diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h index 0dba8a7b..cc9b5e6a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h @@ -19,10 +19,10 @@ class ENDLESSVENDETTA_API AWaypointActor : public AActor float ScalingY_Intercept; UPROPERTY(EditDefaultsOnly, Category = "Waypoint Scaling") - float MaxDist = 8000.f; + float MaxDist = 16000.f; UPROPERTY(EditDefaultsOnly, Category = "Waypoint Scaling") - float ScaleAtMaxDist = 8.f; + float ScaleAtMaxDist = 4.f; UPROPERTY(EditDefaultsOnly, Category = "Waypoint Scaling") float MinDist = 900.f; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 3cfc910d..3fb9141f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -10,6 +10,7 @@ #include "AI/EnemyCharacter.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/GameplayStatics.h" +#include "GameFramework/MovementComponent.h" ////////////////////////////////////////////////////////////////////////// @@ -60,8 +61,7 @@ void AEndlessVendettaCharacter::BeginPlay() GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules); for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera"))) { - UE_LOG(LogTemp, Warning, TEXT("An actor component with PlayersCamera tag has been found")); - GadgetManager->SpawnGadgets(Cast(PlayersCamera)); + GadgetManager->SpawnGadgetsOnBeginPlay(Cast(PlayersCamera)); break; } } @@ -71,7 +71,17 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime) Super::Tick(DeltaTime); WeaponPickUpSystem(); - + + MoveGroundSpeed = Cast(GetComponentByClass(UMovementComponent::StaticClass()))->Velocity.Size(); + + if (MoveGroundSpeed > 0) + { + bIsPlayerMoving = true; + } + else if (MoveGroundSpeed <= 0) + { + bIsPlayerMoving = false; + } } void AEndlessVendettaCharacter::WeaponPickUpSystem() @@ -181,6 +191,8 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve void AEndlessVendettaCharacter::ToggleRecon() { + if (!GadgetManager->IsValidReconGadget()) return; + if (IsValid(PrimaryWeapon)) EquipPrimary(); if (IsValid(SecondaryWeapon)) EquipSecondary(); @@ -190,7 +202,7 @@ void AEndlessVendettaCharacter::ToggleRecon() return; } - if (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; @@ -201,6 +213,8 @@ void AEndlessVendettaCharacter::ToggleRecon() void AEndlessVendettaCharacter::ToggleCombat() { + if(!GadgetManager->IsValidCombatGadget()) return; + if (IsValid(PrimaryWeapon)) EquipPrimary(); if (IsValid(SecondaryWeapon)) EquipSecondary(); @@ -210,7 +224,7 @@ void AEndlessVendettaCharacter::ToggleCombat() return; } - if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) + if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) { // Do nothing if recon is equipped and can't be unequipped at the moment return; @@ -235,8 +249,8 @@ void AEndlessVendettaCharacter::EquipPrimary() if (IsValid(SecondaryWeapon)) EquipSecondary(); - if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; - if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; + if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; + if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; FActorSpawnParameters spawnParams; @@ -267,8 +281,8 @@ void AEndlessVendettaCharacter::EquipSecondary() if (IsValid(PrimaryWeapon)) EquipPrimary(); - if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; - if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; + if (GadgetManager->IsValidReconGadget() && GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; + if (GadgetManager->IsValidCombatGadget() && GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; FActorSpawnParameters spawnParams; @@ -417,3 +431,17 @@ bool AEndlessVendettaCharacter::GetHasRifle() { return bHasRifle; } + +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; + + for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera"))) + { + GadgetManager->SpawnGadget(NewGadgetClass, Cast(PlayersCamera)); + break; + } + return true; +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index a3d099ce..71be65d9 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -87,12 +87,17 @@ protected: UPROPERTY(EditDefaultsOnly, Category = "Gadget") TSubclassOf GadgetManagerClass; - AGadgetManager* GadgetManager; + public: - int Money = 2000; + int Money = 2000; + AGadgetManager* GadgetManager; bool bIsReloading = false; + bool bIsPlayerMoving = false; + + double MoveGroundSpeed; + /** Look Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) class UInputAction* LookAction; @@ -177,4 +182,10 @@ public: void EquipSecondary(); void WeaponSwitcher(AActor* Outhit); + + UFUNCTION(BlueprintImplementableEvent) + void CheckpointCompletedUI(); + + // Returns true if successfully changed to a new gadget, can fail if the target gadget to replace is being used + bool UpdateGadgetType(TSubclassOf NewGadgetClass); }; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h index a0b65dce..44cd254b 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h @@ -4,6 +4,7 @@ #include "CoreMinimal.h" #include "EnhancedInputSubsystemInterface.h" +#include "GadgetTutorial/BaseGadgetTutorial.h" #include "GameFramework/Actor.h" #include "GadgetBase.generated.h" @@ -53,6 +54,16 @@ protected: UPROPERTY(EditDefaultsOnly, Category = "Gadget") UInputAction* ActivateAction; + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + UTexture2D* GadgetIcon; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + FString GadgetDesc; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + FString GadgetName; + + // Used by child classes to run custom gadget behaviour virtual void Activate(); @@ -84,6 +95,35 @@ public: { return GadgetRotation; } + + UTexture2D* GetGadgetIcon() + { + return IsValid(GadgetIcon) ? GadgetIcon : nullptr; + } + + FString GetGadgetDesc() + { + return GadgetDesc; + } + + FString GetGadgetName() + { + return GadgetName; + } + + bool IsUnequippableInUse() + { + return UnequippableWhenInUse; + } + + bool IsInUse() + { + return GadgetInUse; + } + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + TSubclassOf GadgetTutorialClass; + // Sets default values for this actor's properties AGadgetBase(); diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp index 8f7c6aa0..94a5dad4 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp @@ -25,23 +25,35 @@ void AGadgetManager::Tick(float DeltaTime) } -void AGadgetManager::SpawnGadgets(USceneComponent* PlayersCameraComponent) +void AGadgetManager::SpawnGadgetsOnBeginPlay(USceneComponent* PlayersCameraComponent) { - if (!IsValid(ReconClass) || !IsValid(CombatClass)) UE_LOG(LogTemp, Fatal, TEXT("Recon or Combat class hasn't been set")); + if (IsValid(ReconClass)) SpawnGadget(ReconClass, PlayersCameraComponent); + if (IsValid(CombatClass)) SpawnGadget(CombatClass, PlayersCameraComponent); +} +void AGadgetManager::SpawnGadget(TSubclassOf GadgetClass, USceneComponent* PlayersCameraComponent) +{ FActorSpawnParameters SpawnParams; SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; const FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); - AActor* SpawnedActor = GetWorld()->SpawnActor(ReconClass, GetActorLocation(), GetActorRotation(), SpawnParams); - ReconGadget = Cast(SpawnedActor); - SpawnedActor->AttachToComponent(PlayersCameraComponent, AttachmentRules); - SpawnedActor->SetActorRelativeLocation(ReconGadget->GetUnequippedOffset()); - SpawnedActor->SetActorRelativeRotation(ReconGadget->GetGadgetSpawnRotation()); + AActor* SpawnedActor = GetWorld()->SpawnActor(GadgetClass, GetActorLocation(), GetActorRotation(), SpawnParams); + + if (SpawnedActor->IsA(AReconGadget::StaticClass())) + { + if (IsValid(ReconGadget)) ReconGadget->Destroy(); + ReconGadget = Cast(SpawnedActor); + } + else if (SpawnedActor->IsA(ACombatGadget::StaticClass())) + { + if (IsValid(CombatGadget)) CombatGadget->Destroy(); + CombatGadget = Cast(SpawnedActor); + } + else UE_LOG(LogTemp, Fatal, TEXT("Passed sub class of gadget base is neither a combat or recon gadget, check the gadget class you're passing through or contact Rafal")); - SpawnedActor = GetWorld()->SpawnActor(CombatClass, GetActorLocation(), GetActorRotation(), SpawnParams); - CombatGadget = Cast(SpawnedActor); - SpawnedActor->AttachToComponent(PlayersCameraComponent, AttachmentRules); - SpawnedActor->SetActorRelativeLocation(CombatGadget->GetUnequippedOffset()); - SpawnedActor->SetActorRelativeRotation(CombatGadget->GetGadgetSpawnRotation()); + AGadgetBase* BaseGadget = Cast(SpawnedActor); + BaseGadget->AttachToComponent(PlayersCameraComponent, AttachmentRules); + BaseGadget->SetActorRelativeLocation(BaseGadget->GetUnequippedOffset()); + BaseGadget->SetActorRelativeRotation(BaseGadget->GetGadgetSpawnRotation()); } + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h index 686b2516..d533215f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h @@ -26,7 +26,9 @@ protected: virtual void BeginPlay() override; public: - void SpawnGadgets(USceneComponent* PlayersCameraComponent); + void SpawnGadgetsOnBeginPlay(USceneComponent* PlayersCameraComponent); + + void SpawnGadget(TSubclassOf GadgetClass, USceneComponent* PlayersCameraComponent); // Sets default values for this actor's properties AGadgetManager(); @@ -34,6 +36,16 @@ public: // Called every frame virtual void Tick(float DeltaTime) override; + bool IsValidReconGadget() + { + return IsValid(ReconGadget); + } + + bool IsValidCombatGadget() + { + return IsValid(CombatGadget); + } + void EquipRecon() { ReconGadget->Equip(); @@ -66,4 +78,24 @@ public: return false; } + bool ReconInUse() + { + return IsValidReconGadget() && ReconGadget->IsInUse(); + } + + bool CombatInUse() + { + return IsValidCombatGadget() && CombatGadget->IsInUse(); + } + + bool ReconCantBeSwitchedOut() + { + return IsValidReconGadget() && (ReconGadget->IsInUse() || (ReconGadget->Equipped && !TryToUnequipRecon())); + } + + bool CombatCantBeSwitchedOut() + { + return IsValidCombatGadget() && (CombatGadget->IsInUse() || (CombatGadget->Equipped && !TryToUnequipCombat())); + } + }; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.cpp new file mode 100644 index 00000000..c19db9e1 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.cpp @@ -0,0 +1,45 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BaseGadgetTutorial.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" + +// Sets default values +ABaseGadgetTutorial::ABaseGadgetTutorial() +{ + // 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; + bAllowTickBeforeBeginPlay = false; + +} + +// Called when the game starts or when spawned +void ABaseGadgetTutorial::BeginPlay() +{ + Super::BeginPlay(); + SetupTutorial(); + SetActorTickInterval(0.2); +} + +void ABaseGadgetTutorial::SpawnNewWaypoint(FVector Loc, FString Desc) +{ + if (IsValid(WaypointActor)) WaypointActor->Destroy(); + + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + WaypointActor = Cast(GetWorld()->SpawnActor(WaypointClass, Loc, GetActorRotation(), SpawnParams)); + WaypointActor->SetupWaypoint(WaypointIcon, Desc); +} + +void ABaseGadgetTutorial::FinishedTutorial() +{ + if (IsValid(WaypointActor)) WaypointActor->Destroy(); + CompletedGadgetTutorial.Broadcast(); +} + +void ABaseGadgetTutorial::DestroyTutorial() +{ + if (IsValid(WaypointActor)) WaypointActor->Destroy(); + DespawnEnemies(); + Destroy(); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.h new file mode 100644 index 00000000..a27a2839 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.h @@ -0,0 +1,52 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/BountySystem/WaypointActor.h" +#include "GameFramework/Actor.h" +#include "BaseGadgetTutorial.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedGadgetTutorial) + +UCLASS() +class ENDLESSVENDETTA_API ABaseGadgetTutorial : public AActor +{ + GENERATED_BODY() + +protected: + AWaypointActor* WaypointActor; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial") + TSubclassOf WaypointClass; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial") + UTexture2D* WaypointIcon; + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + void SpawnNewWaypoint(FVector Loc, FString Desc); + + // Stops tutorial clues from appearing and broadcasts completion + void FinishedTutorial(); + + // Spawns Enemies, sets waypoint locations, etc... + UFUNCTION(BlueprintImplementableEvent) + void SetupTutorial(); + + // Destroy's enemies and other separate spawned in elements by this tutorial class + UFUNCTION(BlueprintImplementableEvent) + void DespawnEnemies(); + +public: + // Sets default values for this actor's properties + ABaseGadgetTutorial(); + + UPROPERTY(BlueprintAssignable) + FCompletedGadgetTutorial CompletedGadgetTutorial; + + void DestroyTutorial(); + + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp new file mode 100644 index 00000000..5da28ffc --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.cpp @@ -0,0 +1,118 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GadgetTutorialStation.h" + +#include "Blueprint/UserWidget.h" + +// Sets default values +AGadgetTutorialStation::AGadgetTutorialStation() +{ + // 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; + +} + +// Called when the game starts or when spawned +void AGadgetTutorialStation::BeginPlay() +{ + Super::BeginPlay(); + + EndlessVendettaCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn()); +} + +// Called every frame +void AGadgetTutorialStation::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AGadgetTutorialStation::Interact() +{ + if (GadgetsArray.IsEmpty()) return; + + // Setup Widget so it can be seen and interacted with + FInputModeUIOnly InputMode; + APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); + PickGadgetWidget = CreateWidget(GetWorld(), PickGadgetWidgetClass); + PickGadgetWidget->AddToViewport(3); + PlayerController->SetInputMode(InputMode); + PlayerController->bShowMouseCursor = true; + PlayerController->bEnableClickEvents = true; + PlayerController->bEnableMouseOverEvents = true; + + // Set up gadget menu's behaviours + GadgetMenu = Cast(PickGadgetWidget); + GadgetMenu->CloseMenuDelegate.AddDynamic(this, &AGadgetTutorialStation::CloseWidget); + GadgetMenu->NextGadgetDelegate.AddDynamic(this, &AGadgetTutorialStation::NextGadget); + GadgetMenu->PreviousGadgetDelegate.AddDynamic(this, &AGadgetTutorialStation::PreviousGadget); + GadgetMenu->SelectGadgetDelegate.AddDynamic(this, &AGadgetTutorialStation::SelectGadget); + + // Runs Update Display Gadget at the end which overrides the default stand in gadget info + NextGadget(); +} + +void AGadgetTutorialStation::InteractPrompt() +{ + +} + +void AGadgetTutorialStation::NextGadget() +{ + FGadgetInfo GadgetInfo; + // Either wrap around to the beginning or increment gadget index + GadgetIndex = GadgetIndex >= GadgetsArray.Num() - 1 ? 0 : GadgetIndex + 1; + + GadgetInfo.GadgetIcon = GadgetsArray[GadgetIndex]->GetDefaultObject()->GetGadgetIcon(); + GadgetInfo.GadgetDesc = GadgetsArray[GadgetIndex]->GetDefaultObject()->GetGadgetDesc(); + GadgetInfo.GadgetName = GadgetsArray[GadgetIndex]->GetDefaultObject()->GetGadgetName(); + + GadgetMenu->UpdateDisplayedGadget(GadgetInfo); +} + +void AGadgetTutorialStation::PreviousGadget() +{ + FGadgetInfo GadgetInfo; + // Either wrap around to the end or decrement gadget index + GadgetIndex = GadgetIndex <= 0 ? GadgetsArray.Num() - 1 : GadgetIndex - 1; + + GadgetInfo.GadgetIcon = GadgetsArray[GadgetIndex]->GetDefaultObject()->GetGadgetIcon(); + GadgetInfo.GadgetDesc = GadgetsArray[GadgetIndex]->GetDefaultObject()->GetGadgetDesc(); + GadgetInfo.GadgetName = GadgetsArray[GadgetIndex]->GetDefaultObject()->GetGadgetName(); + + GadgetMenu->UpdateDisplayedGadget(GadgetInfo); +} + +void AGadgetTutorialStation::SelectGadget() +{ + // Eventually expand to give player feedback of being denied if changing gadgets fails + if (!EndlessVendettaCharacter->UpdateGadgetType(GadgetsArray[GadgetIndex])) return; + + if (IsValid(CurrentGadgetTutorial)) CurrentGadgetTutorial->DestroyTutorial(); + + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + TSubclassOf GadgetTutorialToSpawnInClass = GadgetsArray[GadgetIndex]->GetDefaultObject()->GadgetTutorialClass; + if (!IsValid(GadgetTutorialToSpawnInClass)) return; + AActor* GadgetTutorialActor = GetWorld()->SpawnActor(GadgetTutorialToSpawnInClass, GadgetTutorialSpawnTransform.GetLocation(), GadgetTutorialSpawnTransform.GetRotation().Rotator(), SpawnParams); + CurrentGadgetTutorial = Cast(GadgetTutorialActor); +} + +void AGadgetTutorialStation::CloseWidget() +{ + // close the widget + if (IsValid(PickGadgetWidget)) PickGadgetWidget->RemoveFromParent(); + + CollectGarbage(RF_PendingKill); + + FInputModeGameOnly InputMode; + APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); + PlayerController->SetInputMode(InputMode); + PlayerController->bShowMouseCursor = false; + PlayerController->bEnableClickEvents = false; + PlayerController->bEnableMouseOverEvents = false; +} + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.h new file mode 100644 index 00000000..f59f4fc7 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/GadgetTutorialStation.h @@ -0,0 +1,65 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseGadgetTutorial.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "EndlessVendetta/GadgetSystem/GadgetBase.h" +#include "EndlessVendetta/InteractionInterface.h" +#include "EndlessVendetta/UserWidgets/GadgetMenu.h" +#include "GameFramework/Actor.h" +#include "GadgetTutorialStation.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AGadgetTutorialStation : public AActor, public IInteractionInterface +{ + GENERATED_BODY() + + AEndlessVendettaCharacter* EndlessVendettaCharacter; + + UPROPERTY(EditDefaultsOnly, Category = "Gadgets") + TArray> GadgetsArray; + + UPROPERTY(EditDefaultsOnly, Category = "Gadgets") + TSubclassOf PickGadgetWidgetClass; + + UPROPERTY(EditDefaultsOnly, Category = "Gadgets") + FTransform GadgetTutorialSpawnTransform; + + int GadgetIndex = 0; + + UUserWidget* PickGadgetWidget; + + UGadgetMenu* GadgetMenu; + + ABaseGadgetTutorial* CurrentGadgetTutorial; + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + void Interact() override;\ + + void InteractPrompt() override; + + UFUNCTION(BlueprintCallable) + void NextGadget(); + + UFUNCTION(BlueprintCallable) + void PreviousGadget(); + + UFUNCTION(BlueprintCallable) + void SelectGadget(); + + UFUNCTION(BlueprintCallable) + void CloseWidget(); + +public: + // Sets default values for this actor's properties + AGadgetTutorialStation(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/OverloadModuleTutorial.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/OverloadModuleTutorial.cpp new file mode 100644 index 00000000..d7a36834 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/OverloadModuleTutorial.cpp @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "OverloadModuleTutorial.h" + +#include "EndlessVendetta/EndlessVendettaCharacter.h" + +void AOverloadModuleTutorial::BeginPlay() +{ + Super::BeginPlay(); + GadgetManager = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->GadgetManager; + SpawnNewWaypoint(HackTargetWaypointLoc, HackTargetWaypointDesc); +} + +void AOverloadModuleTutorial::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (!GadgetManager->CombatInUse()) return; + + SpawnNewWaypoint(ResultWaypointLoc, ResultWaypointDesc); + SetActorTickEnabled(false); + FTimerHandle TimerHandle; + GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &AOverloadModuleTutorial::FinishedTutorial, 7.5); +} \ No newline at end of file diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/OverloadModuleTutorial.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/OverloadModuleTutorial.h new file mode 100644 index 00000000..393b134f --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/OverloadModuleTutorial.h @@ -0,0 +1,35 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseGadgetTutorial.h" +#include "EndlessVendetta/GadgetSystem/GadgetManager.h" +#include "OverloadModuleTutorial.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AOverloadModuleTutorial : public ABaseGadgetTutorial +{ + GENERATED_BODY() + + AGadgetManager* GadgetManager; + + void BeginPlay() override; + + void Tick(float DeltaSeconds) override; + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial") + FString HackTargetWaypointDesc; + UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial") + FString ResultWaypointDesc; + + UPROPERTY(BlueprintReadWrite, Category = "Gadget Tutorial") + FVector HackTargetWaypointLoc; + UPROPERTY(BlueprintReadWrite, Category = "Gadget Tutorial") + FVector ResultWaypointLoc; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/RingModuleTutorial.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/RingModuleTutorial.cpp new file mode 100644 index 00000000..af94b353 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/RingModuleTutorial.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "RingModuleTutorial.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" + + +void ARingModuleTutorial::BeginPlay() +{ + Super::BeginPlay(); + GadgetManager = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->GadgetManager; + SpawnNewWaypoint(HackTargetWaypointLoc, HackTargetWaypointDesc); +} + +void ARingModuleTutorial::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (!GadgetManager->ReconInUse()) return; + + SpawnNewWaypoint(ResultWaypointLoc, ResultWaypointDesc); + SetActorTickEnabled(false); + FTimerHandle TimerHandle; + GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &ARingModuleTutorial::FinishedTutorial, 7.5); +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/RingModuleTutorial.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/RingModuleTutorial.h new file mode 100644 index 00000000..e4726f63 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/RingModuleTutorial.h @@ -0,0 +1,35 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseGadgetTutorial.h" +#include "EndlessVendetta/GadgetSystem/GadgetManager.h" +#include "RingModuleTutorial.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API ARingModuleTutorial : public ABaseGadgetTutorial +{ + GENERATED_BODY() + + AGadgetManager* GadgetManager; + + void BeginPlay() override; + + void Tick(float DeltaSeconds) override; + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial") + FString HackTargetWaypointDesc; + UPROPERTY(EditDefaultsOnly, Category = "Gadget Tutorial") + FString ResultWaypointDesc; + + UPROPERTY(BlueprintReadWrite, Category = "Gadget Tutorial") + FVector HackTargetWaypointLoc; + UPROPERTY(BlueprintReadWrite, Category = "Gadget Tutorial") + FVector ResultWaypointLoc; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/VisionLinkTutorial.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/VisionLinkTutorial.cpp new file mode 100644 index 00000000..5791ef3e --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/VisionLinkTutorial.cpp @@ -0,0 +1,53 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "VisionLinkTutorial.h" + +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "Kismet/KismetMathLibrary.h" + +void AVisionLinkTutorial::BeginPlay() +{ + Super::BeginPlay(); + GadgetManager = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->GadgetManager; + SpawnNewWaypoint(GoToAreaWaypointLoc, GoToAreaWaypointDesc); +} + +void AVisionLinkTutorial::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (!PlayerInTutorialZone) + { + if (PlayerWasInTutZone) SpawnNewWaypoint(GoToAreaWaypointLoc, GoToAreaWaypointDesc); + PlayerWasInTutZone = false; + return; + } + + if (!PlayerWasInTutZone) SpawnNewWaypoint(LookAtTargetWaypointLoc, LookAtTargetWaypointDesc); + PlayerWasInTutZone = true; + + // Check if players recon gadget (vision link) is in active + if (!GadgetManager->ReconInUse()) return; + + // Check if the player is roughly looking at their target + APawn* PlayerPawn = GetWorld()->GetFirstPlayerController()->GetPawn(); + FRotator LookAtRot = UKismetMathLibrary::FindLookAtRotation(PlayerPawn->GetActorLocation(), TargetLoc); + FRotator PlayersRotator = PlayerPawn->GetActorRotation(); + // Keep all yaw values between -180 and 180 to simplify the comparison + float DesiredtYaw = LookAtRot.Yaw - (LookAtRot.Yaw > 180 ? 360 : 0); + float PlayersYaw = PlayersRotator.Yaw - (PlayersRotator.Yaw > 180 ? 360 : 0); + // Do nothing if players yaw is off by more than 45 degrees + if (FMath::Abs(DesiredtYaw - PlayersYaw) > 45) return; + + + SpawnNewWaypoint(ResultWaypointLoc, ResultWaypointDesc); + FTimerHandle TimerHandle; + GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &AVisionLinkTutorial::FinishedTutorial, 7.5); + SetActorTickEnabled(false); +} + + + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/VisionLinkTutorial.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/VisionLinkTutorial.h new file mode 100644 index 00000000..5876dad0 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/VisionLinkTutorial.h @@ -0,0 +1,52 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseGadgetTutorial.h" +#include "EndlessVendetta/GadgetSystem/GadgetManager.h" +#include "VisionLinkTutorial.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AVisionLinkTutorial : public ABaseGadgetTutorial +{ + GENERATED_BODY() + + AGadgetManager* GadgetManager; + + bool PlayerInTutorialZone = false; + bool PlayerWasInTutZone = false; + + void BeginPlay() override; + + void Tick(float DeltaSeconds) override; + +protected: + UPROPERTY(EditDefaultsOnly) + FString GoToAreaWaypointDesc; + UPROPERTY(EditDefaultsOnly) + FString LookAtTargetWaypointDesc; + UPROPERTY(EditDefaultsOnly) + FString ResultWaypointDesc; + + UPROPERTY(BlueprintReadWrite) + FVector GoToAreaWaypointLoc; + UPROPERTY(BlueprintReadWrite) + FVector LookAtTargetWaypointLoc; + UPROPERTY(BlueprintReadWrite) + FVector ResultWaypointLoc; + + UPROPERTY(BlueprintReadWrite) + FVector TargetLoc; + + UFUNCTION(BlueprintCallable) + void PlayerEnteredTutorialZone() + { + PlayerInTutorialZone = true; + } + UFUNCTION(BlueprintCallable) + void PlayerLeftTutorialZone() + { + PlayerInTutorialZone = false; + } +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.cpp b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.cpp index b79e1425..d2987dcf 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.cpp @@ -3,6 +3,13 @@ #include "BaseItem.h" + +void UBaseItem::PostInitProperties() +{ + Super::PostInitProperties(); + ItemSize = FItemSize(DefaultItemSize.X, DefaultItemSize.Y); +} + void UBaseItem::RotateItem() { if (CurrentItemRotation == Horizontal) diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h index da7ed6d9..39d040bf 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h @@ -10,9 +10,9 @@ struct FItemSize { GENERATED_BODY() - UPROPERTY(BlueprintReadOnly, Category = "ItemSize") + UPROPERTY(BlueprintReadWrite, Category = "ItemSize") int X; - UPROPERTY(BlueprintReadOnly, Category = "ItemSize") + UPROPERTY(BlueprintReadWrite, Category = "ItemSize") int Y; FItemSize(const int _X, const int _Y) @@ -51,7 +51,9 @@ public: UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") FText Description; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") - FItemSize ItemSize = FItemSize(); + FVector2D DefaultItemSize = FVector2D(1); + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + FItemSize ItemSize; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") UMaterialInterface* ItemTexture; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") @@ -63,6 +65,8 @@ public: UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") bool bIsRotated = false; + virtual void PostInitProperties() override; + UFUNCTION(BlueprintCallable, Category = "Item") void RotateItem(); UFUNCTION(BlueprintCallable, Category = "Item") diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp index 5e8f39de..2d09885f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp @@ -107,9 +107,9 @@ bool UInventoryComponent::IsRoomAvailable(UBaseItem* Item, const int TopLeftInde TileToCheck.X = i; TileToCheck.Y = j; if (!IsTileValid(TileToCheck)) return false; - const TTuple ItemAtIndex = GetItemAtIndex(TileToIndex(TileToCheck)); + TTuple ItemAtIndex = GetItemAtIndex(TileToIndex(TileToCheck)); if (ItemAtIndex.Get<1>()) return false; - if (IsValid(ItemAtIndex.Get<0>())) return true; + if (IsValid(ItemAtIndex.Get<0>())) return false; } } return true; @@ -126,6 +126,7 @@ FInventoryTile UInventoryComponent::IndexToTile(const int Index) const TTuple UInventoryComponent::GetItemAtIndex(const int Index) { if (!InventoryItems.IsValidIndex(Index)) return MakeTuple(nullptr, false); + if (!IsValid(InventoryItems[Index])) return MakeTuple(nullptr, false); return MakeTuple(InventoryItems[Index], true); } @@ -144,7 +145,7 @@ void UInventoryComponent::AddItemAt(UBaseItem* Item, const int TopLeftIndex) TileToCheck.X = i; TileToCheck.Y = j; if (!IsTileValid(TileToCheck)) return; - InventoryItems.Insert(Item, TileToIndex(TileToCheck)); + InventoryItems[TileToIndex(TileToCheck)] = Item; } } IsDirty = true; @@ -157,7 +158,7 @@ TMap UInventoryComponent::GetAllItems() { UBaseItem* Item = InventoryItems[i]; if (!IsValid(Item)) continue; - if (!Items.Contains(Item)) continue; + if (Items.Contains(Item)) continue; Items.Add(Item, IndexToTile(i)); } return Items; @@ -170,19 +171,26 @@ void UInventoryComponent::RemoveItem(UBaseItem* Item) { if (InventoryItems[i] == Item) { - InventoryItems.RemoveAt(i); + InventoryItems[i] = nullptr; IsDirty = true; } } } -void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location, FRotator Rotation) +void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location) { } +void UInventoryComponent::UpdateInventorySize_Implementation(const int _Columns, const int _Rows) +{ + Columns = _Columns; + Rows = _Rows; + InventoryItems.SetNum(Columns * Rows); +} + bool UInventoryComponent::IsTileValid(const FInventoryTile InventoryTile) const { - if (InventoryTile.X >= 0 && InventoryTile.Y >= 0 && InventoryTile.Y < Columns && InventoryTile.Y < Rows) + if (InventoryTile.X >= 0 && InventoryTile.Y >= 0 && InventoryTile.X < Columns && InventoryTile.Y < Columns && InventoryTile.Y <= Rows) { return true; } diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h index 5ba7ba28..813a181b 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h @@ -49,7 +49,6 @@ public: bool IsRoomAvailable(class UBaseItem* Item, const int TopLeftIndex); UFUNCTION(BlueprintCallable, Category="Inventory") FInventoryTile IndexToTile(const int Index) const; - //UFUNCTION(BlueprintCallable, Category="Inventory") TTuple GetItemAtIndex(const int Index); UFUNCTION(BlueprintCallable, Category="Inventory") int TileToIndex(const FInventoryTile InventoryTile) const; @@ -60,7 +59,10 @@ public: UFUNCTION(BlueprintCallable, Category="Inventory") void RemoveItem(class UBaseItem* Item); UFUNCTION(BlueprintCallable, Category="Inventory") - void SpawnItem(class UBaseItem* Item, FVector Location, FRotator Rotation); + void SpawnItem(class UBaseItem* Item, FVector Location); + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Exec, Category = "Inventory") + void UpdateInventorySize(const int _Columns, const int _Rows); + virtual void UpdateInventorySize_Implementation(const int _Columns, const int _Rows); private: bool IsTileValid(const FInventoryTile InventoryTile) const; diff --git a/EndlessVendetta/Source/EndlessVendetta/UserWidgets/GadgetMenu.cpp b/EndlessVendetta/Source/EndlessVendetta/UserWidgets/GadgetMenu.cpp new file mode 100644 index 00000000..d9db8748 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/UserWidgets/GadgetMenu.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GadgetMenu.h" + diff --git a/EndlessVendetta/Source/EndlessVendetta/UserWidgets/GadgetMenu.h b/EndlessVendetta/Source/EndlessVendetta/UserWidgets/GadgetMenu.h new file mode 100644 index 00000000..e09b9377 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/UserWidgets/GadgetMenu.h @@ -0,0 +1,50 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Blueprint/UserWidget.h" +#include "GadgetMenu.generated.h" + +USTRUCT(BlueprintType) +struct FGadgetInfo +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadWrite, Category = "Gadget") + UTexture2D* GadgetIcon; + + UPROPERTY(BlueprintReadWrite, Category = "Gadget") + FString GadgetDesc; + + UPROPERTY(BlueprintReadWrite, Category = "Gadget") + FString GadgetName; +}; + + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCloseMenu); +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FNextGadget); +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FPreviousGadget); +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FSelectGadget); + +UCLASS() +class ENDLESSVENDETTA_API UGadgetMenu : public UUserWidget +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintCallable) + FCloseMenu CloseMenuDelegate; + + UPROPERTY(BlueprintCallable) + FCloseMenu NextGadgetDelegate; + + UPROPERTY(BlueprintCallable) + FCloseMenu PreviousGadgetDelegate; + + UPROPERTY(BlueprintCallable) + FCloseMenu SelectGadgetDelegate; + + UFUNCTION(BlueprintImplementableEvent) + void UpdateDisplayedGadget(FGadgetInfo GadgetInfo); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 36de56ca..531048b8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -7,6 +7,7 @@ #include "Components/ArrowComponent.h" #include "Kismet/KismetMathLibrary.h" #include "EndlessVendetta/InteractionInterface.h" +#include "Engine/EngineTypes.h" #include "BaseWeaponClass.generated.h" class AEndlessVendettaCharacter; @@ -25,7 +26,7 @@ protected: // Called when the game starts or when spawned virtual void BeginPlay() override; - void ApplyRecoil(float DeltaTime); + virtual void ApplyRecoil(float DeltaTime); void GenerateRecoilVector(); @@ -54,7 +55,11 @@ public: // Called every frame virtual void Tick(float DeltaTime) override; void ReloadTimer(); - + + float currentPitch; + + UPROPERTY(EditAnywhere) + float BulletDistance; UPROPERTY(EditAnywhere, BlueprintReadWrite) FString WeaponName; @@ -159,7 +164,7 @@ public: //UFUNCTION(BlueprintCallable, Category = "Weapons") //void RecoilVerticalLimit(FHitResult Outhit); - UPROPERTY(EditAnywhere) + UPROPERTY(VisibleAnywhere) int bulletCountShoot; //Gets how many bullets shot per void Interact() override; @@ -177,14 +182,10 @@ protected: private: - UPROPERTY(EditAnywhere) - float BulletDistance; - float originalMagnitude; float originalMaxAngleLeft; float originalMaxAngleRight; float originalMinMultiplier; - float currentPitch; }; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp new file mode 100644 index 00000000..266ae616 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp @@ -0,0 +1,10 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ShotgunClass.h" + +AShotgunClass::AShotgunClass() +{ + // 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; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.h new file mode 100644 index 00000000..8bf23c16 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.h @@ -0,0 +1,21 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseWeaponClass.h" +#include "ShotgunClass.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AShotgunClass : public ABaseWeaponClass +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AShotgunClass(); + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.cpp new file mode 100644 index 00000000..9ace82f6 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.cpp @@ -0,0 +1,94 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "SniperClass.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "EndlessVendetta/AI/AICharacter.h" +#include "Engine/DamageEvents.h" +#include "Kismet/GameplayStatics.h" + +// Sets default values +ASniperClass::ASniperClass() +{ + // 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; +} + +// Called when the game starts or when spawned +void ASniperClass::BeginPlay() +{ + Super::BeginPlay(); +} + +// Called every frame +void ASniperClass::Tick(float DeltaTime) +{ + ApplyRecoil(DeltaTime); + recoilMagnitude = 1; + if(endlessVendettaChar->bIsPlayerMoving == false ) + { + recoilResultPitch = 0; + recoilMagnitude = -1; + } + if (currentPitch < 0 && bStopShooting) + { + float increment = currentPitch * DeltaTime * 8; + currentPitch -= increment; + playerInWorld->AddControllerPitchInput(-increment); + } +} + +void ASniperClass::Fire() +{ + if(currentAmmoCount > 0 && !bSingleShotOnly) + { + bSingleShotOnly = true; + //do damage fallof based off distance + traceStart = GunStartArrow->GetComponentLocation(); + 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); + playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); + currentAmmoCount -= 1; + bulletCountShoot += 1; + bStopShooting = false; + GenerateRecoilVector(); + ApplyRecoil(UGameplayStatics::GetWorldDeltaSeconds(this->GetWorld())); + this->GetWorld()->GetTimerManager().SetTimer(SniperTimerHandle, this, &ASniperClass::StopFire, FireRate, false); + if (outHit.bBlockingHit) + { + UE_LOG(LogTemp, Display, TEXT("Hit: %s"), *outHit.GetActor()->GetName()); + if (!Cast(outHit.GetActor())) return; + Cast(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); + } + } + else if(currentAmmoCount <= 0) + { + UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount); + } +} + +void ASniperClass::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)); + + currentPitch += GetRecoilPitch(amplitude,recoilTime); + + playerInWorld->AddControllerPitchInput(FMath::RandRange(-5 * DeltaTime, 5* DeltaTime)); + GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0)); + playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); + + UpdateSamples(amplitude, recoilTime); + } +} + +void ASniperClass::StopFire() +{ + bSingleShotOnly = false; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.h new file mode 100644 index 00000000..721020b1 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.h @@ -0,0 +1,42 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseWeaponClass.h" +#include "SniperClass.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API ASniperClass : public ABaseWeaponClass +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + ASniperClass(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +private: + + bool bSingleShotOnly; + FTimerHandle SniperTimerHandle; + +protected: + + virtual void Fire() override; + + virtual void ApplyRecoil(float DeltaTime) override; + + void StopFire(); + +};