diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml new file mode 100644 index 00000000..6c0b8635 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/EndlessVendetta/Config/DefaultEngine.ini b/EndlessVendetta/Config/DefaultEngine.ini index 126166fe..280d5d43 100644 --- a/EndlessVendetta/Config/DefaultEngine.ini +++ b/EndlessVendetta/Config/DefaultEngine.ini @@ -26,6 +26,7 @@ r.Mobile.EnableNoPrecomputedLightingCSMShader=1 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true r.Shadow.Virtual.Enable=1 +r.DefaultFeature.AutoExposure=False [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 @@ -87,4 +88,9 @@ ManualIPAddress= [CoreRedirects] -+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld") \ No newline at end of file ++PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld") + +[/Script/NavigationSystem.RecastNavMesh] +AgentMaxStepHeight=73.434059 +AgentMaxSlope=64.648003 + diff --git a/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset b/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset index 5e571245..88e46b73 100644 --- a/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset +++ b/EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:150f775d1dd9676edfff3ca936843a20b46032df429d2b91cc31b30768fdcc69 -size 34269 +oid sha256:b2b2bbd7cc7db7f928c1490a0409ceb2240b78bfb1374d0ef5483f941bd4301b +size 34405 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset index 36dc8b7e..9b6693d3 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:43fc07df656cbeca06e4be24c733f74347f92cf868f0197227f924c697e7b984 -size 42671 +oid sha256:fe0a5a1725c7cd65051a510027a14301f6b776fe1a1935d0fb55558f829ee90b +size 42620 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset index 7a6aaf5e..534c1e9e 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset +++ 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b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset index 423c7283..e0afe7ed 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b63c754fc78a67f950a91e30dd31a6778bac31a485191b9cc14560515d5012a5 +oid sha256:136afa1f1b4d7d302c0824edcbaeff1061de8ca41532af1ff390294a8baeda7a size 2033 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset index bdd28701..b36651a3 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/WBP_Crosshair.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a3c0a70c5b68ec66372ae8e29abcb76deb385319f24202e43395c9061b3d0f8a -size 24854 +oid sha256:f29a879021fde175da0f45dcffaa1e4b4765574bb429977dc552cd51b2ad899a +size 24819 diff --git a/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset b/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset index 659e6cc8..53e55580 100644 --- a/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset +++ b/EndlessVendetta/Content/Gadgets/GM_GadgetManager.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:101873288135db576b1a0060f9872880d1b4aaa7eca4c80cb4aa05925c67e275 +oid sha256:f89312e222f9d5b588d790390162f6293435c25439f77609ac1ecb532f103499 size 22674 diff --git a/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset b/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset new file mode 100644 index 00000000..a6d654fd --- /dev/null +++ b/EndlessVendetta/Content/LevelPrototyping/Materials/M_Concrete.uasset @@ -0,0 +1,3 @@ +version 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sha256:cbec944bbe7edf2fa9ccc095e66f68cc6b5f9f903ba0ed1d0f22e253de3bba9f +size 9567803 diff --git a/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_OcclusionRoughnessMetallic.uasset b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_OcclusionRoughnessMetallic.uasset new file mode 100644 index 00000000..c5cc8616 --- /dev/null +++ b/EndlessVendetta/Content/LevelPrototyping/Materials/Panel_Concrete_OcclusionRoughnessMetallic.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f80a56edd87e453b6255a75e973cbd8c3fea561bda90be7b7405a4564cb84e77 +size 1217878 diff --git a/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap new file mode 100644 index 00000000..7e581a43 --- /dev/null +++ b/EndlessVendetta/Content/LevelPrototyping/Scenes/TutorialHit.umap @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3ffb6c31ffcde26ae8a0f677a27ced553a7f10e9a7a41786f4c7a319f02205bc +size 411380 diff --git a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset index c2a34afc..55042f05 100644 --- a/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset +++ b/EndlessVendetta/Content/StarterContent/Architecture/Floor_400x400.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4c0ecf0ac0702cc2bd355ec050232a61c49e10f102448efbeb735a51824adef6 -size 14948 +oid sha256:6ea1d452feec1c72f3d7b285c4c9950418a1174f858b54d89c8afb2c8b5ef80f +size 14831 diff --git a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset index 92a6630d..0f990580 100644 --- a/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset +++ b/EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:121885d21829880bc9b29a22c541e1e2113f964beb1a5307902cd6b2d550bea5 -size 66790690 +oid sha256:bc35eb2d43a47427d30aba0196f9eac90d089dd3abca319528c5d25c83510d0d +size 72364642 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index caa70988..d20c1ae8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -23,6 +23,9 @@ ABaseWeaponClass::ABaseWeaponClass() void ABaseWeaponClass::BeginPlay() { Super::BeginPlay(); + + collisionParams.AddIgnoredActor(playerInWorld); + collisionParams.AddIgnoredActor(this); // Attempt to find the player character APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0); @@ -60,6 +63,13 @@ void ABaseWeaponClass::Tick(float DeltaTime) { ApplyRecoil(DeltaTime); } + UE_LOG(LogTemp, Display, TEXT("currnt pitch: %f"), currentPitch); + if (currentPitch < 0 && bStopShooting) + { + float increment = currentPitch * DeltaTime * 8; + currentPitch -= increment; + playerInWorld->AddControllerPitchInput(-increment); + } } @@ -72,7 +82,11 @@ void ABaseWeaponClass::GenerateRecoilVector() recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle)); recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle)); - + + if (bulletCountShoot >= howMnyShotsTillRclStop) + { + recoilResultPitch = 0; + } //scaling direction to magnitude recoilResultPitch *= -tempMag; recoilResultYaw *= tempMag; @@ -87,11 +101,14 @@ void ABaseWeaponClass::ApplyRecoil(float DeltaTime) { float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time recoilTime += DeltaTime; - if (bulletCountShoot <= 3) playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); - traceEnd = traceStart + (UKismetMathLibrary::GetForwardVector(playerInWorld->GetControlRotation() * GetRecoilPitch(amplitude, recoilTime))); - //UE_LOG(LogTemp, Warning, TEXT("Controller pitch: Pitch: %f Yaw: %f, Roll: %f"), playerInWorld->GetControlRotation().Pitch, playerInWorld->GetControlRotation().Yaw, playerInWorld->GetControlRotation().Roll); + if (bulletCountShoot <= 3) + { + 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)); - //UE_LOG(LogTemp, Warning, TEXT("recoilTime: %f"), recoilTime); UpdateSamples(amplitude, recoilTime); } } @@ -139,8 +156,13 @@ void ABaseWeaponClass::ClickDetectionTimer() void ABaseWeaponClass::CancelFire() { GetWorldTimerManager().ClearTimer(timerHandle); + if (bulletCountShoot <= 0) return; UE_LOG(LogTemp, Display, TEXT("FireCancelled")); bulletCountShoot = 0; + GunStartArrow->SetRelativeRotation(FRotator(0)); + //playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll)); + bStopShooting = true; + nullSamples(); } void ABaseWeaponClass::Fire() @@ -150,26 +172,17 @@ void ABaseWeaponClass::Fire() //do damage fallof based off distance traceStart = GunStartArrow->GetComponentLocation(); traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); - FCollisionQueryParams collisionParams; - collisionParams.AddIgnoredActor(playerInWorld); - collisionParams.AddIgnoredActor(this); - /*RecoilVerticalLimit(outHit);*/ - if (GetWorldTimerManager().IsTimerActive(timerHandle)) - { - return; - } + if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); - //Debug line to see where the trace hit - DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f); + DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); currentAmmoCount -= 1; - UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount); GenerateRecoilVector(); ClickDetectionTimer(); bulletCountShoot += 1; + bStopShooting = false; if (outHit.bBlockingHit) { - UE_LOG(LogTemp, Display, TEXT("Ammo Count: %s"), *outHit.GetActor()->GetName()); if (!Cast(outHit.GetActor())) return; Cast(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); } @@ -185,10 +198,10 @@ void ABaseWeaponClass::WeaponScopedFire() { if (endlessVendettaChar->bIsScoped) { - recoilMagnitude -= 0.2f; - recoilMaxAngleLeft /= 2.f; - recoilMaxAngleRight /= 2.f; - recoilMinMultiplier -= 0.2f; + recoilMagnitude = scopedRecoilMag; + recoilMaxAngleLeft = scopedMaxAngleLeft; + recoilMaxAngleRight = scopedMaxAngleRight; + recoilMinMultiplier = scopedMinMultiplier; } else diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 0edef8f6..00541047 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -24,9 +24,9 @@ protected: // Called when the game starts or when spawned virtual void BeginPlay() override; - void GenerateRecoilVector(); - void ApplyRecoil(float DeltaTime); + + void GenerateRecoilVector(); void nullSamples(); @@ -44,7 +44,7 @@ protected: public: // Called every frame virtual void Tick(float DeltaTime) override; - + UPROPERTY(EditAnywhere) FName WeaponName; @@ -54,19 +54,38 @@ public: UPROPERTY(EditAnywhere) float FireRate; - UPROPERTY(EditAnywhere) + UPROPERTY(EditAnywhere, BlueprintReadWrite) int MagazineSize; + //how many bullets until the recoil stops going up UPROPERTY(EditAnywhere) + int howMnyShotsTillRclStop; + + UPROPERTY(BlueprintReadWrite) + int currentAmmoCount; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) UTexture2D* WeaponImage; + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedRecoilMag; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMaxAngleLeft; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMaxAngleRight; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMinMultiplier; + UFUNCTION(BlueprintCallable, Category = "Weapons") virtual void Fire(); UFUNCTION(BlueprintCallable, Category = "Weapons") - void ClickDetectionTimer(); + virtual void ClickDetectionTimer(); - void CancelFire(); + virtual void CancelFire(); UPROPERTY(VisibleAnywhere) ACharacter* playerInWorld; @@ -116,6 +135,8 @@ public: FHitResult outHit; FVector traceStart; FVector traceEnd; + FVector newTraceEnd; + FCollisionQueryParams collisionParams; //UFUNCTION(BlueprintCallable, Category = "Weapons") //void RecoilVerticalLimit(FHitResult Outhit); @@ -123,9 +144,12 @@ public: UPROPERTY(EditAnywhere) int bulletCountShoot; //Gets how many bullets shot per -private: +protected: UArrowComponent* GunStartArrow; + bool bStopShooting = false; + +private: UPROPERTY(EditAnywhere) float BulletDistance; @@ -135,6 +159,6 @@ private: float originalMaxAngleRight; float originalMinMultiplier; - int currentAmmoCount; + float currentPitch; }; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp index 2b7dc95a..0e91083a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp @@ -30,3 +30,19 @@ void APistolClass::Fire() UE_LOG(LogTemp, Display, TEXT("Testing overrides: Pistol has been fired")); } +void APistolClass::ClickDetectionTimer() +{ + Super::ClickDetectionTimer(); +} + +void APistolClass::CancelFire() +{ + if (bulletCountShoot <= 0) return; + UE_LOG(LogTemp, Display, TEXT("FireCancelled")); + bulletCountShoot = 0; + GunStartArrow->SetRelativeRotation(FRotator(0)); + //playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll)); + bStopShooting = true; + nullSamples(); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h index ca85b67e..0ddb7290 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h @@ -24,4 +24,6 @@ public: virtual void Tick(float DeltaTime) override; virtual void Fire() override; + virtual void ClickDetectionTimer() override; + virtual void CancelFire() override; };