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a/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.h index 09d63741..b82a5481 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.h @@ -17,11 +17,11 @@ public: // Sets default values for this character's properties AAICharacter(); - UPROPERTY(EditDefaultsOnly, Category = "Stats") + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats") float CurrentHealth = 100.0f; - UPROPERTY(EditDefaultsOnly, Category = "Stats") + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats") float MaxHealth = 100.0f; - UPROPERTY(EditDefaultsOnly, Category = "Stats") + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats") float DefaultHealth = 100.0f; UPROPERTY(EditDefaultsOnly, Category = "Profile") diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp index 84e3240e..c86f70ca 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp @@ -5,7 +5,9 @@ #include "EndlessVendetta/AI/AI_EnemyController.h" #include "BehaviorTree/BlackboardComponent.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" #include "EndlessVendetta/AI/EnemyCharacter.h" +#include "Engine/DamageEvents.h" UBTTask_AttackPlayer::UBTTask_AttackPlayer(FObjectInitializer const& ObjectInitializer) { @@ -19,9 +21,22 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent()) { FVector const Origin = AIController->GetPawn()->GetActorLocation(); + FVector const Start = Origin + FVector(0.f, 0.f, 30.f); FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation"); - //DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f); + DrawDebugLine(GetWorld(), Start, PlayerLocation, FColor::Black, false, 1.f, 0, 1.f); + FCollisionQueryParams QueryParams; + QueryParams.AddIgnoredActor(AIController->GetPawn()); + if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, PlayerLocation, ECC_Pawn, QueryParams)) + { + if (IsValid(HitResult.GetActor())) + { + if (HitResult.GetActor()->ActorHasTag("Player")) + { + Cast(HitResult.GetActor())->TakeDamage(5.0f, FPointDamageEvent(), AIController->GetInstigatorController(), AIController->GetPawn()); + } + } + } if (AEnemyCharacter* const EnemyCharacter = Cast(AIController->GetPawn())) { EnemyCharacter->SetFiring(true); diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 3fb9141f..97bbe387 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -8,6 +8,7 @@ #include "EnhancedInputSubsystems.h" #include "InteractionInterface.h" #include "AI/EnemyCharacter.h" +#include "Engine/DamageEvents.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/GameplayStatics.h" #include "GameFramework/MovementComponent.h" @@ -84,6 +85,22 @@ void AEndlessVendettaCharacter::Tick(float DeltaTime) } } +void AEndlessVendettaCharacter::RegenHealth() +{ + Heal(10); + if (GetWorld()->GetTimerManager().GetTimerRate(RegenHealthTimerHandle) > 1.0f) + { + GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle); + GetWorld()->GetTimerManager().SetTimer(RegenHealthTimerHandle, this, &AEndlessVendettaCharacter::RegenHealth, 1.0f, true); + } + if (CurrentHealth >= MaxHealth) GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle); +} + +void AEndlessVendettaCharacter::Heal(const float Amount) +{ + CurrentHealth += FMath::Clamp(Amount, 0, MaxHealth); +} + void AEndlessVendettaCharacter::WeaponPickUpSystem() { FHitResult OutHit; @@ -150,11 +167,11 @@ void AEndlessVendettaCharacter::Interact() QueryParams.AddIgnoredActor(this); FVector LT_Start = FirstPersonCameraComponent->GetComponentLocation(); FVector LT_End = LT_Start + (FirstPersonCameraComponent->GetForwardVector() * InteractionRange); - if(IsValid(PrimaryWeapon)) + if (IsValid(PrimaryWeapon)) { QueryParams.AddIgnoredActor(PrimaryWeapon); } - if(IsValid(SecondaryWeapon)) + if (IsValid(SecondaryWeapon)) { QueryParams.AddIgnoredActor(SecondaryWeapon); } @@ -182,9 +199,29 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve if (CurrentHealth <= 0) { CurrentHealth = 0; + if (!GetWorld()->GetTimerManager().IsTimerActive(RegenHealthTimerHandle)) + { + GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle); + } UE_LOG(LogTemp, Warning, TEXT("Player is dead")); + + TArray FoundActors; + UGameplayStatics::GetAllActorsWithTag(GetWorld(), FName(TEXT("Respawn")), FoundActors); + if (FoundActors.Num() > 0) + { + const AActor* RespawnPoint = FoundActors[0]; + SetActorLocationAndRotation(RespawnPoint->GetActorLocation(), RespawnPoint->GetActorRotation()); + CurrentHealth = MaxHealth; + return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); + } + + UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false); + return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); } + GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle); + GetWorld()->GetTimerManager().SetTimer(RegenHealthTimerHandle, this, &AEndlessVendettaCharacter::RegenHealth, 5.0f, true); + return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); } @@ -192,7 +229,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve void AEndlessVendettaCharacter::ToggleRecon() { if (!GadgetManager->IsValidReconGadget()) return; - + if (IsValid(PrimaryWeapon)) EquipPrimary(); if (IsValid(SecondaryWeapon)) EquipSecondary(); @@ -213,8 +250,8 @@ void AEndlessVendettaCharacter::ToggleRecon() void AEndlessVendettaCharacter::ToggleCombat() { - if(!GadgetManager->IsValidCombatGadget()) return; - + if (!GadgetManager->IsValidCombatGadget()) return; + if (IsValid(PrimaryWeapon)) EquipPrimary(); if (IsValid(SecondaryWeapon)) EquipSecondary(); @@ -310,14 +347,14 @@ void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) //Calls the fire function in the baseWeaponClass void AEndlessVendettaCharacter::FireCaller() { - if (IsValid(PrimaryWeapon) && !bIsReloading) - { - PrimaryWeapon->Fire(); - } - if (IsValid(SecondaryWeapon) && !bIsReloading) - { - SecondaryWeapon->Fire(); - } + if (IsValid(PrimaryWeapon) && !bIsReloading) + { + PrimaryWeapon->Fire(); + } + if (IsValid(SecondaryWeapon) && !bIsReloading) + { + SecondaryWeapon->Fire(); + } } void AEndlessVendettaCharacter::StopFire() @@ -368,14 +405,14 @@ void AEndlessVendettaCharacter::StopGunRightClick() { bIsScoped = false; PrimaryWeapon->WeaponScopedFire(); - PrimaryWeapon->SetActorRelativeLocation(FVector(0,0,0)); + PrimaryWeapon->SetActorRelativeLocation(FVector(0, 0, 0)); this->GetFirstPersonCameraComponent()->SetFieldOfView(90); } if (IsValid(SecondaryWeapon)) { bIsScoped = false; SecondaryWeapon->WeaponScopedFire(); - SecondaryWeapon->SetActorRelativeLocation(FVector(0,0,0)); + SecondaryWeapon->SetActorRelativeLocation(FVector(0, 0, 0)); this->GetFirstPersonCameraComponent()->SetFieldOfView(90); } } @@ -395,6 +432,11 @@ void AEndlessVendettaCharacter::GunReload() } +void AEndlessVendettaCharacter::DamagePlayer(const float Damage) +{ + TakeDamage(Damage, FDamageEvent(), nullptr, nullptr); +} + void AEndlessVendettaCharacter::Move(const FInputActionValue& Value) { // input is a Vector2D @@ -436,7 +478,7 @@ bool AEndlessVendettaCharacter::UpdateGadgetType(TSubclassOf NewGad { 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)); @@ -444,4 +486,3 @@ bool AEndlessVendettaCharacter::UpdateGadgetType(TSubclassOf NewGad } return true; } - diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index 71be65d9..258c5c21 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -58,13 +58,13 @@ class AEndlessVendettaCharacter : public ACharacter UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) class UInputAction* TapShootAction; - + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) class UInputAction* GunAimInAction; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) class UInputAction* GunReloadAction; - + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UInputAction* CrouchAction; @@ -74,11 +74,11 @@ class AEndlessVendettaCharacter : public ACharacter public: AEndlessVendettaCharacter(); - UPROPERTY(EditDefaultsOnly, Category = "Stats") + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats") float CurrentHealth = 100.0f; - UPROPERTY(EditDefaultsOnly, Category = "Stats") + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats") float MaxHealth = 100.0f; - UPROPERTY(EditDefaultsOnly, Category = "Stats") + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats") float DefaultHealth = 100.0f; protected: @@ -87,13 +87,16 @@ protected: UPROPERTY(EditDefaultsOnly, Category = "Gadget") TSubclassOf GadgetManagerClass; - + + void RegenHealth(); + FTimerHandle RegenHealthTimerHandle; + void Heal(const float Amount); public: int Money = 2000; AGadgetManager* GadgetManager; bool bIsReloading = false; - + bool bIsPlayerMoving = false; double MoveGroundSpeed; @@ -143,6 +146,9 @@ public: UPROPERTY(EditAnywhere, Category = "Dont Touch") bool bIsScoped; + UFUNCTION(Exec) + void DamagePlayer(const float Damage); + protected: /** Called for movement input */ void Move(const FInputActionValue& Value); @@ -156,7 +162,7 @@ protected: UPROPERTY(EditDefaultsOnly, Category = "Interaction") float InteractionRange = 250; void Interact(); - + protected: // APawn interface virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.h index a27a2839..ce32e576 100644 --- a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.h +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetTutorial/BaseGadgetTutorial.h @@ -7,7 +7,7 @@ #include "GameFramework/Actor.h" #include "BaseGadgetTutorial.generated.h" -DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedGadgetTutorial) +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedGadgetTutorial); UCLASS() class ENDLESSVENDETTA_API ABaseGadgetTutorial : public AActor diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 74dac6e0..f743b5ef 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -23,7 +23,7 @@ ABaseWeaponClass::ABaseWeaponClass() void ABaseWeaponClass::BeginPlay() { Super::BeginPlay(); - + tempWeaponDamage = WeaponDamage; collisionParams.AddIgnoredActor(playerInWorld); collisionParams.AddIgnoredActor(this); @@ -183,8 +183,16 @@ void ABaseWeaponClass::Fire() bStopShooting = false; if (outHit.bBlockingHit) { + if (outHit.Distance >= FMath::Floor(BulletDistance/2)) + { + tempWeaponDamage = WeaponDamage / 2; + } + else + { + tempWeaponDamage = WeaponDamage; + } if (!Cast(outHit.GetActor())) return; - Cast(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); + Cast(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); } } else if(currentAmmoCount <= 0) diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 531048b8..2637e31f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -180,12 +180,11 @@ protected: UArrowComponent* GunStartArrow; bool bStopShooting = false; -private: + UPROPERTY(VisibleAnywhere) + int tempWeaponDamage; float originalMagnitude; float originalMaxAngleLeft; float originalMaxAngleRight; float originalMinMultiplier; - - }; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp index 266ae616..a4a8cf61 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp @@ -2,9 +2,57 @@ #include "ShotgunClass.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" +#include "Engine/DamageEvents.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; + ShotgunBulletSpread = FVector(10,10,10); } + +void AShotgunClass::BeginPlay() +{ + Super::BeginPlay(); +} + +void AShotgunClass::Fire() +{ + if(currentAmmoCount > 0) + { + traceStart = GunStartArrow->GetComponentLocation(); + if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; + for (int i = 0; i < 5; i++) + { + FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, ShotgunBulletSpread); + traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance); + GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams); + DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f); + currentAmmoCount --; + } + playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); + GenerateRecoilVector(); + ClickDetectionTimer(); + bulletCountShoot += 1; + bStopShooting = false; + if (outHit.bBlockingHit) + { + if (outHit.Distance >= FMath::Floor(BulletDistance/2)) + { + tempWeaponDamage = WeaponDamage / 2; + } + else + { + tempWeaponDamage = WeaponDamage; + } + if (!Cast(outHit.GetActor())) return; + Cast(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); + } + } + else if(currentAmmoCount <= 0) + { + UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount); + } +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.h index 8bf23c16..e174653f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.h @@ -17,5 +17,14 @@ class ENDLESSVENDETTA_API AShotgunClass : public ABaseWeaponClass public: // Sets default values for this actor's properties AShotgunClass(); + + //How far apart the bullets will be to eachother when shot with a shotgun + UPROPERTY(EditAnywhere, Category = "Weapon") + FVector ShotgunBulletSpread; + +protected: + virtual void Fire() override; + + virtual void BeginPlay() override; }; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.cpp index 9ace82f6..43f17bc9 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/SniperClass.cpp @@ -58,9 +58,16 @@ void ASniperClass::Fire() this->GetWorld()->GetTimerManager().SetTimer(SniperTimerHandle, this, &ASniperClass::StopFire, FireRate, false); if (outHit.bBlockingHit) { - UE_LOG(LogTemp, Display, TEXT("Hit: %s"), *outHit.GetActor()->GetName()); + if (outHit.Distance >= FMath::Floor(BulletDistance/2)) + { + tempWeaponDamage = WeaponDamage / 2; + } + else + { + tempWeaponDamage = WeaponDamage; + } if (!Cast(outHit.GetActor())) return; - Cast(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); + Cast(outHit.GetActor())->TakeDamage(tempWeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); } } else if(currentAmmoCount <= 0) diff --git a/External Assets/icons8-crosshair-80.png b/External Assets/icons8-crosshair-80.png new file mode 100644 index 00000000..4d7e6a21 --- /dev/null +++ b/External Assets/icons8-crosshair-80.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:47e55b2565faed4c99b97d125f890b4ba8657b8c3b7952163a19961ee769718a +size 3105 diff --git a/readme.md b/readme.md index d752ee72..e6e97760 100644 --- a/readme.md +++ b/readme.md @@ -3,3 +3,5 @@ ## Trello Board + +Icons by [Icons8](https://icons8.com/) \ No newline at end of file