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100644 --- a/EndlessVendetta/Content/__ExternalActors__/Levels/EnemyAITest/B/AZ/GX8EY01G00J28SE17R0FJV.uasset +++ b/EndlessVendetta/Content/__ExternalActors__/Levels/EnemyAITest/B/AZ/GX8EY01G00J28SE17R0FJV.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d2c317194967f57a876bdccccaac78ebf287ae236df1595de335c27d12540f94 +oid sha256:57d01115fb5fa73100801d5022a6d72fc6dcc8f5c42e95b93656983f657b2565 size 6064 diff --git a/EndlessVendetta/EndlessVendetta.uproject b/EndlessVendetta/EndlessVendetta.uproject index 8aea7a6c..1a1190f2 100644 --- a/EndlessVendetta/EndlessVendetta.uproject +++ b/EndlessVendetta/EndlessVendetta.uproject @@ -10,7 +10,8 @@ "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", - "AIModule" + "AIModule", + "CoreUObject" ] } ], diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp index 3f343fa2..6d354168 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp @@ -59,6 +59,12 @@ void AAI_EnemyController::Tick(float DeltaTime) } } +void AAI_EnemyController::AssignPatrolPathLate() +{ + Blackboard->SetValueAsBool("IsPatroling", true); +} + + void AAI_EnemyController::SetupPerceptionSystem() { SightConfig = CreateDefaultSubobject(TEXT("Sight Config")); diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.h b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.h index ae91c3f4..96c8aa8e 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.h +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.h @@ -25,6 +25,9 @@ public: // Called every frame virtual void Tick(float DeltaTime) override; + UFUNCTION(BlueprintCallable) + void AssignPatrolPathLate(); + private: UPROPERTY() class UAISenseConfig_Sight* SightConfig; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp index e7e9360c..e56cd24d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp @@ -59,10 +59,23 @@ void AEnemyCharacter::SetLocalAlertLevel(int NewAlertLevel) const DelegatedControlHub->SetAlertLevel(NewAlertLevel); } +void AEnemyCharacter::EquipWeapon_Implementation() +{ +} + +void AEnemyCharacter::DeEquipWeapon_Implementation() +{ +} + +void AEnemyCharacter::SetFiring_Implementation(bool IsFiring) +{ +} + void AEnemyCharacter::HuntPlayer(FVector PlayerLastKnownLocation) { if (!IsValid(this)) return; if (!IsValid(GetController())) return; SetAlertLevel(2); + EquipWeapon(); Cast(GetController())->GetBlackboardComponent()->SetValueAsVector("LastKnownLocation", PlayerLastKnownLocation); } diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h index 7b6f23f4..eeb034ce 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h @@ -16,6 +16,8 @@ class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter public: // Sets default values for this character's properties AEnemyCharacter(); + UPROPERTY(BlueprintReadWrite) + bool WeaponRaised = false; protected: // Called when the game starts or when spawned @@ -26,8 +28,20 @@ protected: public: // Called every frame virtual void Tick(float DeltaTime) override; + UFUNCTION(BlueprintCallable) void SubscribeToGroupAIEvents(class AAIControlHub* ControlHub); void SetLocalAlertLevel(int NewAlertLevel) const; + + //Animation Blueprint Triggers + UFUNCTION(BlueprintNativeEvent) + void EquipWeapon(); + virtual void EquipWeapon_Implementation(); + UFUNCTION(BlueprintNativeEvent) + void DeEquipWeapon(); + virtual void DeEquipWeapon_Implementation(); + UFUNCTION(BlueprintNativeEvent) + void SetFiring(bool IsFiring); + virtual void SetFiring_Implementation(bool IsFiring); private: FDelegateHandle AlertLevelDelegateHandle; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_StopAttack.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_StopAttack.cpp new file mode 100644 index 00000000..d890b9ca --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_StopAttack.cpp @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTService_StopAttack.h" + +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTService_StopAttack::UBTService_StopAttack() +{ + NodeName = "Stop Attack"; +} + +void UBTService_StopAttack::OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + Super::OnBecomeRelevant(OwnerComp, NodeMemory); + if (const AAI_EnemyController* const EnemyController = Cast(OwnerComp.GetAIOwner())) + { + if (AEnemyCharacter* const EnemyCharacter = Cast(EnemyController->GetPawn())) + { + EnemyCharacter->SetFiring(false); + } + } +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_StopAttack.h b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_StopAttack.h new file mode 100644 index 00000000..4c00aec2 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_StopAttack.h @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Services/BTService_BlackboardBase.h" +#include "BTService_StopAttack.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTService_StopAttack : public UBTService_BlackboardBase +{ + GENERATED_BODY() + +public: + UBTService_StopAttack(); + virtual void OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp index 0a866247..84e3240e 100644 --- a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp @@ -5,6 +5,7 @@ #include "EndlessVendetta/AI/AI_EnemyController.h" #include "BehaviorTree/BlackboardComponent.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" UBTTask_AttackPlayer::UBTTask_AttackPlayer(FObjectInitializer const& ObjectInitializer) { @@ -21,8 +22,13 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation"); //DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f); - FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); - return EBTNodeResult::Succeeded; + if (AEnemyCharacter* const EnemyCharacter = Cast(AIController->GetPawn())) + { + EnemyCharacter->SetFiring(true); + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } } } return EBTNodeResult::Failed; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_LowerWeapon.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_LowerWeapon.cpp new file mode 100644 index 00000000..a1da277f --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_LowerWeapon.cpp @@ -0,0 +1,32 @@ +// Fill out your copyright notice in the Description page of PrBTTask_LowerWeapon.h" + +#include "BTTask_LowerWeapon.h" +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTTask_LowerWeapon::UBTTask_LowerWeapon() +{ + NodeName = "Lower Weapon"; +} + +EBTNodeResult::Type UBTTask_LowerWeapon::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const AAI_EnemyController* const AIEnemyController = Cast(OwnerComp.GetAIOwner())) + { + if (AEnemyCharacter* const EnemyCharacter = Cast(AIEnemyController->GetPawn())) + { + if (!EnemyCharacter->WeaponRaised) + { + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + EnemyCharacter->DeEquipWeapon(); + EnemyCharacter->WeaponRaised = false; + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_LowerWeapon.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_LowerWeapon.h new file mode 100644 index 00000000..103692e7 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_LowerWeapon.h @@ -0,0 +1,21 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_LowerWeapon.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_LowerWeapon : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + UBTTask_LowerWeapon(); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_RaiseWeapon.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_RaiseWeapon.cpp new file mode 100644 index 00000000..39bf4684 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_RaiseWeapon.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_RaiseWeapon.h" +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTTask_RaiseWeapon::UBTTask_RaiseWeapon() +{ + NodeName = "Raise Weapon"; +} + +EBTNodeResult::Type UBTTask_RaiseWeapon::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const AAI_EnemyController* const AIEnemyController = Cast(OwnerComp.GetAIOwner())) + { + if (AEnemyCharacter* const EnemyCharacter = Cast(AIEnemyController->GetPawn())) + { + if (EnemyCharacter->WeaponRaised) + { + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + + EnemyCharacter->EquipWeapon(); + EnemyCharacter->WeaponRaised = true; + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_RaiseWeapon.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_RaiseWeapon.h new file mode 100644 index 00000000..4171f066 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_RaiseWeapon.h @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_RaiseWeapon.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_RaiseWeapon : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + UBTTask_RaiseWeapon(); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopAttack.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopAttack.cpp new file mode 100644 index 00000000..29cc1c3e --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopAttack.cpp @@ -0,0 +1,26 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_StopAttack.h" +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTTask_StopAttack::UBTTask_StopAttack() +{ + NodeName = "Stop Attack"; +} + +EBTNodeResult::Type UBTTask_StopAttack::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const AAI_EnemyController* const AIEnemyController = Cast(OwnerComp.GetAIOwner())) + { + if (AEnemyCharacter* const EnemyCharacter = Cast(AIEnemyController->GetPawn())) + { + EnemyCharacter->SetFiring(false); + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopAttack.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopAttack.h new file mode 100644 index 00000000..96d68378 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopAttack.h @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_StopAttack.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_StopAttack : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + UBTTask_StopAttack(); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp index fe2a8c58..38d939c9 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp @@ -48,6 +48,8 @@ void ABountyClass::SpawnCheckpoints() // Activate the first checkpoint and listen for its completion BountyCheckpoints[0]->Active = true; + BountyCheckpoints[0]->SpawnWaypoint(); + BountyCheckpoints[0]->CheckpointActivated(); BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); } @@ -84,6 +86,8 @@ void ABountyClass::IncrementBountyCheckpoint() // Set the new checkpoint in pos 0 to be active and listen for it's completion BountyCheckpoints[0]->Active = true; + BountyCheckpoints[0]->SpawnWaypoint(); + BountyCheckpoints[0]->CheckpointActivated(); BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); } diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp index 56ed2056..7d884ef8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp @@ -266,6 +266,11 @@ void ABountyDirector::Interact() PC_Display->LoadOS(); } +void ABountyDirector::InteractPrompt() +{ + +} + void ABountyDirector::DestroyBountyDirectorPCWidget() { if (IsValid(PC_DisplayWidget)) PC_DisplayWidget->RemoveFromParent(); diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h index 41fc840c..3c0f399a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h @@ -6,13 +6,13 @@ #include "MainBountyClass.h" #include "SideBountyClass.h" #include "EndlessVendetta/EndlessVendettaCharacter.h" -#include "EndlessVendetta/InteractableActor.h" +#include "EndlessVendetta/InteractionInterface.h" #include "EndlessVendetta/UserWidgets/PC_Display.h" #include "GameFramework/Actor.h" #include "BountyDirector.generated.h" UCLASS() -class ENDLESSVENDETTA_API ABountyDirector : public AInteractableActor +class ENDLESSVENDETTA_API ABountyDirector : public AActor, public IInteractionInterface { GENERATED_BODY() @@ -30,7 +30,7 @@ class ENDLESSVENDETTA_API ABountyDirector : public AInteractableActor UPROPERTY(EditDefaultsOnly, Category = "Bounty Director") TSubclassOf PC_DisplayWidgetClass; - + UUserWidget* PC_DisplayWidget; UPC_Display* PC_Display; @@ -54,6 +54,8 @@ class ENDLESSVENDETTA_API ABountyDirector : public AInteractableActor // Opens up Bounty Director PC Interface void Interact() override; + // Prompts player to interact + void InteractPrompt() override; protected: int Favours = 20; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CallBPEvent.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CallBPEvent.cpp new file mode 100644 index 00000000..2765c4a1 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CallBPEvent.cpp @@ -0,0 +1,9 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "InteractableCP_CallBPEvent.h" + +void AInteractableCP_CallBPEvent::Interact() +{ + PlayerInteracted(); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CallBPEvent.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CallBPEvent.h new file mode 100644 index 00000000..99cc5cec --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CallBPEvent.h @@ -0,0 +1,23 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/BountySystem/CheckpointClass.h" +#include "EndlessVendetta/InteractionInterface.h" +#include "InteractableCP_CallBPEvent.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AInteractableCP_CallBPEvent : public ACheckpointClass, public IInteractionInterface +{ + GENERATED_BODY() + + void Interact() override; + +protected: + UFUNCTION(BlueprintImplementableEvent) + void PlayerInteracted(); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CompleteCP.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CompleteCP.cpp new file mode 100644 index 00000000..6c6e3aa8 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CompleteCP.cpp @@ -0,0 +1,9 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "InteractableCP_CompleteCP.h" + +void AInteractableCP_CompleteCP::Interact() +{ + BroadcastCompletion(); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CompleteCP.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CompleteCP.h new file mode 100644 index 00000000..ad93548a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/InteractableCP_CompleteCP.h @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/InteractionInterface.h" +#include "EndlessVendetta/BountySystem/CheckpointClass.h" +#include "InteractableCP_CompleteCP.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AInteractableCP_CompleteCP : public ACheckpointClass, public IInteractionInterface +{ + GENERATED_BODY() + + void Interact() override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp index 630725e4..5562a2b8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp @@ -15,7 +15,25 @@ ACheckpointClass::ACheckpointClass() void ACheckpointClass::BeginPlay() { Super::BeginPlay(); - +} + +void ACheckpointClass::SpawnWaypoint() +{ + if (!IsValid(WaypointActorClass)) return; + + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + WaypointActor = Cast(GetWorld()->SpawnActor(WaypointActorClass, WaypointLoc, GetActorRotation(), SpawnParams)); + WaypointActor->SetupWaypoint(WaypointIcon, CheckpointDescription); +} + +void ACheckpointClass::UpdateChecpointWaypoint(FString WaypointDesc, FVector WaypointNewLoc) +{ + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + if (WaypointActor) WaypointActor->Destroy(); + WaypointActor = Cast(GetWorld()->SpawnActor(WaypointActorClass, WaypointNewLoc, GetActorRotation(), SpawnParams)); + WaypointActor->SetupWaypoint(WaypointIcon, WaypointDesc); } // Called every frame @@ -25,3 +43,9 @@ void ACheckpointClass::Tick(float DeltaTime) } +void ACheckpointClass::Destroyed() +{ + if (WaypointActor) WaypointActor->Destroy(); +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h index 6991181a..3086ca39 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h @@ -3,6 +3,7 @@ #pragma once #include "CoreMinimal.h" +#include "WaypointActor.h" #include "GameFramework/Actor.h" #include "CheckpointClass.generated.h" @@ -22,7 +23,12 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor UTexture2D* WaypointIcon; UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") FTransform CheckpointSpawnTransform; + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + TSubclassOf WaypointActorClass; + + AWaypointActor* WaypointActor; // ---------------------------------------- +protected: UFUNCTION(BlueprintCallable, Category = "Checkpoint") void BroadcastCompletion() @@ -31,9 +37,12 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor CompletedCheckpoint.Broadcast(); } -protected: + UFUNCTION(BlueprintCallable) + void UpdateChecpointWaypoint(FString WaypointDesc, FVector WaypointNewLoc); // Called when the game starts or when spawned virtual void BeginPlay() override; + + virtual void Destroyed() override; public: FCompletedCheckpoint CompletedCheckpoint; @@ -41,6 +50,11 @@ public: UPROPERTY(BlueprintReadOnly, Category = "Checkpoint") bool Active = false; + void SpawnWaypoint(); + + UFUNCTION(BlueprintImplementableEvent) + void CheckpointActivated(); + // ------ Getters for CP Properties ------ FString GetCheckpointDesc() { diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.cpp new file mode 100644 index 00000000..0c9320cb --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.cpp @@ -0,0 +1,48 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "WaypointActor.h" + +#include "EndlessVendetta/EndlessVendettaCharacter.h" + +// Sets default values +AWaypointActor::AWaypointActor() +{ + // 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 AWaypointActor::BeginPlay() +{ + SetActorTickEnabled(false); + Super::BeginPlay(); + + SetActorTickInterval(0.05); + AActor* PlayerActor = Cast(GetWorld()->GetFirstPlayerController()->GetPawn()); + PlayersCam = Cast(PlayerActor->GetComponentByClass(UCameraComponent::StaticClass())); + ScalingMagnitude = (ScaleAtMaxDist - ScaleAtMinDist) / (MaxDist - MinDist); + ScalingY_Intercept = ScaleAtMaxDist - (MaxDist * ScalingMagnitude); + if (PlayersCam) SetActorTickEnabled(true); +} + +// Called every frame +void AWaypointActor::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + if (!PlayersCam) SetActorTickEnabled(false); + + FVector WaypointLoc = GetActorLocation(); + FVector PlayerCamLoc = PlayersCam->GetComponentLocation(); + + FRotator NewRot = UKismetMathLibrary::FindLookAtRotation(WaypointLoc, PlayerCamLoc); + SetActorRotation(NewRot); + + float DistanceToPlayer = FVector::Distance(WaypointLoc, PlayerCamLoc); + // S for Scale + float S = (DistanceToPlayer * ScalingMagnitude) + ScalingY_Intercept; + S = FMath::Clamp(S, ScaleAtMinDist, ScaleAtMaxDist); + SetActorScale3D(FVector(1.f, S, S)); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h new file mode 100644 index 00000000..0dba8a7b --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h @@ -0,0 +1,47 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Camera/CameraComponent.h" +#include "GameFramework/Actor.h" +#include "WaypointActor.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AWaypointActor : public AActor +{ + GENERATED_BODY() + + UCameraComponent* PlayersCam; + + float ScalingMagnitude; + + float ScalingY_Intercept; + + UPROPERTY(EditDefaultsOnly, Category = "Waypoint Scaling") + float MaxDist = 8000.f; + + UPROPERTY(EditDefaultsOnly, Category = "Waypoint Scaling") + float ScaleAtMaxDist = 8.f; + + UPROPERTY(EditDefaultsOnly, Category = "Waypoint Scaling") + float MinDist = 900.f; + + UPROPERTY(EditDefaultsOnly, Category = "Waypoint Scaling") + float ScaleAtMinDist = 0.15; + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Sets default values for this actor's properties + AWaypointActor(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + UFUNCTION(BlueprintImplementableEvent) + void SetupWaypoint(UTexture2D* Icon, const FString& Desc); + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 1d8f5d11..3cfc910d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -6,7 +6,7 @@ #include "Components/CapsuleComponent.h" #include "EnhancedInputComponent.h" #include "EnhancedInputSubsystems.h" -#include "InteractableActor.h" +#include "InteractionInterface.h" #include "AI/EnemyCharacter.h" #include "GameFramework/CharacterMovementComponent.h" #include "Kismet/GameplayStatics.h" @@ -66,6 +66,30 @@ void AEndlessVendettaCharacter::BeginPlay() } } +void AEndlessVendettaCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + WeaponPickUpSystem(); + +} + +void AEndlessVendettaCharacter::WeaponPickUpSystem() +{ + FHitResult OutHit; + FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam; + QueryParams.AddIgnoredActor(this); + QueryParams.AddIgnoredActor(PrimaryWeapon); + QueryParams.AddIgnoredActor(SecondaryWeapon); + FVector LT_Start = FirstPersonCameraComponent->GetComponentLocation(); + FVector LT_End = LT_Start + (FirstPersonCameraComponent->GetForwardVector() * InteractionRange); + if (!GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams)) return; + + AActor* HitActor = OutHit.GetActor(); + IInteractionInterface* InteractableActor = Cast(HitActor); + if (InteractableActor) InteractableActor->InteractPrompt(); +} + //////////////////////////////////////////////////////////////////////////// Input void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) @@ -116,13 +140,19 @@ void AEndlessVendettaCharacter::Interact() QueryParams.AddIgnoredActor(this); FVector LT_Start = FirstPersonCameraComponent->GetComponentLocation(); FVector LT_End = LT_Start + (FirstPersonCameraComponent->GetForwardVector() * InteractionRange); + if(IsValid(PrimaryWeapon)) + { + QueryParams.AddIgnoredActor(PrimaryWeapon); + } + if(IsValid(SecondaryWeapon)) + { + QueryParams.AddIgnoredActor(SecondaryWeapon); + } if (!GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams)) return; - AActor* HitActor = OutHit.GetActor(); - AInteractableActor* InteractableActor = Cast(HitActor); - if (!IsValid(InteractableActor)) return; - - InteractableActor->Interact(); + UE_LOG(LogTemp, Warning, TEXT("Hit actor: %s"), *HitActor->GetName()); + IInteractionInterface* InteractableActor = Cast(HitActor); + if (InteractableActor) InteractableActor->Interact(); } @@ -148,6 +178,7 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); } + void AEndlessVendettaCharacter::ToggleRecon() { if (IsValid(PrimaryWeapon)) EquipPrimary(); @@ -192,6 +223,7 @@ void AEndlessVendettaCharacter::ToggleCombat() //When 1 is pressed it calls EquipPrimary void AEndlessVendettaCharacter::EquipPrimary() { + if (bIsReloading) return; if (IsValid(PrimaryWeapon)) { PrimaryWeapon->Destroy(); @@ -218,11 +250,12 @@ void AEndlessVendettaCharacter::EquipPrimary() //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object //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 PrimaryWeapon = Cast(PrimaryWeaponActor); - + GetWorldTimerManager().ClearTimer(PrimaryWeapon->reloadTimerHandle); } void AEndlessVendettaCharacter::EquipSecondary() { + if (bIsReloading) return; if (IsValid(SecondaryWeapon)) { SecondaryWeapon->Destroy(); @@ -246,16 +279,28 @@ void AEndlessVendettaCharacter::EquipSecondary() AActor* SecondaryWeaponActor = GetWorld()->SpawnActor(SecondaryWeaponClass, spawnParams); SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); SecondaryWeapon = Cast(SecondaryWeaponActor); + GetWorldTimerManager().ClearTimer(SecondaryWeapon->reloadTimerHandle); +} + +void AEndlessVendettaCharacter::WeaponSwitcher(AActor* Outhit) +{ + if (IsValid(PrimaryWeapon)) + { + EquipPrimary(); + } + PrimaryWeaponClass = Outhit->GetClass(); + Outhit->Destroy(); + EquipPrimary(); } //Calls the fire function in the baseWeaponClass void AEndlessVendettaCharacter::FireCaller() { - if (IsValid(PrimaryWeapon)) + if (IsValid(PrimaryWeapon) && !bIsReloading) { PrimaryWeapon->Fire(); } - if (IsValid(SecondaryWeapon)) + if (IsValid(SecondaryWeapon) && !bIsReloading) { SecondaryWeapon->Fire(); } @@ -325,11 +370,13 @@ void AEndlessVendettaCharacter::GunReload() { if (IsValid(PrimaryWeapon)) { - PrimaryWeapon->WeaponReload(); + PrimaryWeapon->ReloadTimer(); + bIsReloading = true; } if (IsValid(SecondaryWeapon)) { - SecondaryWeapon->WeaponReload(); + SecondaryWeapon->ReloadTimer(); + bIsReloading = true; } } diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index cc936f99..a3d099ce 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -83,6 +83,7 @@ public: protected: virtual void BeginPlay() override; + virtual void Tick(float DeltaTime) override; UPROPERTY(EditDefaultsOnly, Category = "Gadget") TSubclassOf GadgetManagerClass; @@ -90,6 +91,7 @@ protected: public: int Money = 2000; + bool bIsReloading = false; /** Look Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) @@ -146,9 +148,6 @@ protected: void ToggleRecon(); void ToggleCombat(); - void EquipPrimary(); - void EquipSecondary(); - UPROPERTY(EditDefaultsOnly, Category = "Interaction") float InteractionRange = 250; void Interact(); @@ -171,4 +170,11 @@ public: UFUNCTION(BlueprintCallable, Category = "Damage Control") virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; + + void WeaponPickUpSystem(); + + void EquipPrimary(); + void EquipSecondary(); + + void WeaponSwitcher(AActor* Outhit); }; diff --git a/EndlessVendetta/Source/EndlessVendetta/InteractableActor.cpp b/EndlessVendetta/Source/EndlessVendetta/InteractableActor.cpp deleted file mode 100644 index 346e151d..00000000 --- a/EndlessVendetta/Source/EndlessVendetta/InteractableActor.cpp +++ /dev/null @@ -1,33 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - - -#include "InteractableActor.h" - -// Sets default values -AInteractableActor::AInteractableActor() -{ - // 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 AInteractableActor::BeginPlay() -{ - Super::BeginPlay(); - -} - -// Called every frame -void AInteractableActor::Tick(float DeltaTime) -{ - Super::Tick(DeltaTime); - -} - -void AInteractableActor::Interact() -{ - UE_LOG(LogTemp, Warning, TEXT("Interacted with %s"), *GetName()); -} - - diff --git a/EndlessVendetta/Source/EndlessVendetta/InteractionInterface.cpp b/EndlessVendetta/Source/EndlessVendetta/InteractionInterface.cpp new file mode 100644 index 00000000..cbcd25fe --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/InteractionInterface.cpp @@ -0,0 +1,6 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "InteractionInterface.h" + +// Add default functionality here for any IInteractionInterface functions that are not pure virtual. diff --git a/EndlessVendetta/Source/EndlessVendetta/InteractionInterface.h b/EndlessVendetta/Source/EndlessVendetta/InteractionInterface.h new file mode 100644 index 00000000..f266b10b --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/InteractionInterface.h @@ -0,0 +1,29 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "InteractionInterface.generated.h" + +// This class does not need to be modified. +UINTERFACE(MinimalAPI) +class UInteractionInterface : public UInterface +{ + GENERATED_BODY() +}; + +/** + * + */ +class ENDLESSVENDETTA_API IInteractionInterface +{ + GENERATED_BODY() + + // Add interface functions to this class. This is the class that will be inherited to implement this interface. +public: + virtual void Interact(){} + + + virtual void InteractPrompt() {} +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.cpp b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.cpp new file mode 100644 index 00000000..b79e1425 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.cpp @@ -0,0 +1,29 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BaseItem.h" + +void UBaseItem::RotateItem() +{ + if (CurrentItemRotation == Horizontal) + { + CurrentItemRotation = Vertical; + ItemSize = FItemSize(ItemSize.Y, ItemSize.X); + bIsRotated = true; + } + else + { + CurrentItemRotation = Horizontal; + ItemSize = FItemSize(ItemSize.Y, ItemSize.X); + bIsRotated = false; + } +} + +UMaterialInterface* UBaseItem::GetItemTexture() const +{ + if (bIsRotated) + { + return ItemTextureRotated; + } + return ItemTexture; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h new file mode 100644 index 00000000..da7ed6d9 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h @@ -0,0 +1,70 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseItem.generated.h" + +USTRUCT(BlueprintType) +struct FItemSize +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadOnly, Category = "ItemSize") + int X; + UPROPERTY(BlueprintReadOnly, Category = "ItemSize") + int Y; + + FItemSize(const int _X, const int _Y) + { + X = _X; + Y = _Y; + } + + FItemSize() + { + X = 1; + Y = 1; + } +}; + +UENUM(BlueprintType) +enum EItemRotation +{ + Horizontal UMETA(DisplayName = "Horizontal"), + Vertical UMETA(DisplayName = "Vertical") +}; + +/** + * + */ +UCLASS(Abstract, Blueprintable) +class ENDLESSVENDETTA_API UBaseItem : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + int ItemID; + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + FName ItemName; + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + FText Description; + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + FItemSize ItemSize = FItemSize(); + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + UMaterialInterface* ItemTexture; + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + UMaterialInterface* ItemTextureRotated; + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + TEnumAsByte CurrentItemRotation = Horizontal; + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + TSubclassOf ItemActor; + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item") + bool bIsRotated = false; + + UFUNCTION(BlueprintCallable, Category = "Item") + void RotateItem(); + UFUNCTION(BlueprintCallable, Category = "Item") + UMaterialInterface* GetItemTexture() const; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseWorldItem.cpp b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseWorldItem.cpp new file mode 100644 index 00000000..ffa855c9 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseWorldItem.cpp @@ -0,0 +1,26 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BaseWorldItem.h" + + +// Sets default values +ABaseWorldItem::ABaseWorldItem() +{ + // 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 ABaseWorldItem::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void ABaseWorldItem::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/InteractableActor.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseWorldItem.h similarity index 58% rename from EndlessVendetta/Source/EndlessVendetta/InteractableActor.h rename to EndlessVendetta/Source/EndlessVendetta/Inventory/BaseWorldItem.h index 4756112c..c83609d9 100644 --- a/EndlessVendetta/Source/EndlessVendetta/InteractableActor.h +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseWorldItem.h @@ -1,26 +1,25 @@ -// Fill out your copyright notice in the Description page of Project Settings. +// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" -#include "InteractableActor.generated.h" +#include "BaseWorldItem.generated.h" UCLASS() -class ENDLESSVENDETTA_API AInteractableActor : public AActor +class ENDLESSVENDETTA_API ABaseWorldItem : public AActor { GENERATED_BODY() +public: + // Sets default values for this actor's properties + ABaseWorldItem(); + protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: - // Sets default values for this actor's properties - AInteractableActor(); // Called every frame virtual void Tick(float DeltaTime) override; - - virtual void Interact(); - }; diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp new file mode 100644 index 00000000..5e8f39de --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp @@ -0,0 +1,190 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "InventoryComponent.h" + +#include "BaseItem.h" +#include "Camera/CameraComponent.h" + + +// Sets default values for this component's properties +UInventoryComponent::UInventoryComponent() +{ + // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features + // off to improve performance if you don't need them. + bWantsInitializeComponent = true; + PrimaryComponentTick.bCanEverTick = true; +} + +void UInventoryComponent::InitializeComponent() +{ + Super::InitializeComponent(); + PlayerCharacter = Cast(GetOwner()); + ItemToPickup = nullptr; +} + + +// Called when the game starts +void UInventoryComponent::BeginPlay() +{ + Super::BeginPlay(); + + //FTimerHandle TraceTimerHandle; + //GetWorld()->GetTimerManager().SetTimer(TraceTimerHandle, this, &UInventoryComponent::ProjectTraceForItem, 0.1f, true); + InventoryItems.Init(nullptr, Columns * Rows); +} + + +// Called every frame +void UInventoryComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + + if (IsDirty) + { + IsDirty = false; + OnInventoryUpdated.Broadcast(); + } +} + +bool UInventoryComponent::AddItem(UBaseItem* Item) +{ + if (!IsValid(Item)) return false; + for (int i = 0; i < InventoryItems.Num(); i++) + { + if (IsRoomAvailable(Item, i)) + { + AddItemAt(Item, i); + return true; + } + } + Item->RotateItem(); + for (int i = 0; i < InventoryItems.Num(); i++) + { + if (IsRoomAvailable(Item, i)) + { + AddItemAt(Item, i); + return true; + } + } + Item->RotateItem(); + return false; +} + +void UInventoryComponent::ProjectTraceForItem() +{ + if (!IsValid(PlayerCharacter)) return; + FVector StartLocation = Cast(PlayerCharacter->GetComponentByClass(UCameraComponent::StaticClass()))->GetComponentLocation(); + FVector EndLocation = StartLocation + Cast(PlayerCharacter->GetComponentByClass(UCameraComponent::StaticClass()))->GetForwardVector() * MaxPickupDistance; + FCollisionQueryParams CollisionQueryParams; + CollisionQueryParams.AddIgnoredActor(PlayerCharacter); + if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, StartLocation, EndLocation, ECC_Visibility, CollisionQueryParams)) + { + if (Cast(HitResult.GetActor())) + { + ItemToPickup = HitResult.GetActor(); + Cast(ItemToPickup->GetComponentByClass(UStaticMeshComponent::StaticClass()))->SetRenderCustomDepth(true); + return; + } + } + if (!IsValid(ItemToPickup)) return; + Cast(ItemToPickup->GetComponentByClass(UStaticMeshComponent::StaticClass()))->SetRenderCustomDepth(false); +} + +void UInventoryComponent::Pickup() +{ + //TODO: Add pickup logic and create pickup Actor + if (!IsValid(ItemToPickup)) return; +} + +bool UInventoryComponent::IsRoomAvailable(UBaseItem* Item, const int TopLeftIndex) +{ + for (int i = IndexToTile(TopLeftIndex).X; i < IndexToTile(TopLeftIndex).X + Item->ItemSize.X; i++) + { + for (int j = IndexToTile(TopLeftIndex).Y; j < IndexToTile(TopLeftIndex).Y + Item->ItemSize.Y; j++) + { + FInventoryTile TileToCheck; + TileToCheck.X = i; + TileToCheck.Y = j; + if (!IsTileValid(TileToCheck)) return false; + const TTuple ItemAtIndex = GetItemAtIndex(TileToIndex(TileToCheck)); + if (ItemAtIndex.Get<1>()) return false; + if (IsValid(ItemAtIndex.Get<0>())) return true; + } + } + return true; +} + +FInventoryTile UInventoryComponent::IndexToTile(const int Index) const +{ + FInventoryTile Tile; + Tile.X = Index % Columns; + Tile.Y = Index / Columns; + return Tile; +} + +TTuple UInventoryComponent::GetItemAtIndex(const int Index) +{ + if (!InventoryItems.IsValidIndex(Index)) return MakeTuple(nullptr, false); + return MakeTuple(InventoryItems[Index], true); +} + +int UInventoryComponent::TileToIndex(const FInventoryTile InventoryTile) const +{ + return InventoryTile.X + InventoryTile.Y * Columns; +} + +void UInventoryComponent::AddItemAt(UBaseItem* Item, const int TopLeftIndex) +{ + for (int i = IndexToTile(TopLeftIndex).X; i < IndexToTile(TopLeftIndex).X + Item->ItemSize.X; i++) + { + for (int j = IndexToTile(TopLeftIndex).Y; j < IndexToTile(TopLeftIndex).Y + Item->ItemSize.Y; j++) + { + FInventoryTile TileToCheck; + TileToCheck.X = i; + TileToCheck.Y = j; + if (!IsTileValid(TileToCheck)) return; + InventoryItems.Insert(Item, TileToIndex(TileToCheck)); + } + } + IsDirty = true; +} + +TMap UInventoryComponent::GetAllItems() +{ + TMap Items; + for (int i = 0; i < InventoryItems.Num(); i++) + { + UBaseItem* Item = InventoryItems[i]; + if (!IsValid(Item)) continue; + if (!Items.Contains(Item)) continue; + Items.Add(Item, IndexToTile(i)); + } + return Items; +} + +void UInventoryComponent::RemoveItem(UBaseItem* Item) +{ + if (!IsValid(Item)) return; + for (int i = 0; i < InventoryItems.Num(); i++) + { + if (InventoryItems[i] == Item) + { + InventoryItems.RemoveAt(i); + IsDirty = true; + } + } +} + +void UInventoryComponent::SpawnItem(UBaseItem* Item, FVector Location, FRotator Rotation) +{ +} + +bool UInventoryComponent::IsTileValid(const FInventoryTile InventoryTile) const +{ + if (InventoryTile.X >= 0 && InventoryTile.Y >= 0 && InventoryTile.Y < Columns && InventoryTile.Y < Rows) + { + return true; + } + return false; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h new file mode 100644 index 00000000..5ba7ba28 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h @@ -0,0 +1,75 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "InventoryStructs.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "InventoryComponent.generated.h" + + +UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) +class ENDLESSVENDETTA_API UInventoryComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UInventoryComponent(); + virtual void InitializeComponent() override; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Inventory") + int Columns = 10; + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Inventory") + int Rows = 10; + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Inventory") + float MaxPickupDistance = 200.0f; + + +protected: + // Called when the game starts + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnInventoryUpdated); + UPROPERTY(BlueprintAssignable, Category="Inventory") + FOnInventoryUpdated OnInventoryUpdated; + + UFUNCTION(BlueprintCallable, Category="Inventory") + bool AddItem(class UBaseItem* Item); + UFUNCTION(BlueprintCallable, Category="Inventory") + void ProjectTraceForItem(); + UFUNCTION(BlueprintCallable, Category="Inventory") + void Pickup(); + UFUNCTION(BlueprintCallable, Category="Inventory") + 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; + UFUNCTION(BlueprintCallable, Category="Inventory") + void AddItemAt(class UBaseItem* Item, const int TopLeftIndex); + UFUNCTION(BlueprintCallable, Category="Inventory") + TMap GetAllItems(); + UFUNCTION(BlueprintCallable, Category="Inventory") + void RemoveItem(class UBaseItem* Item); + UFUNCTION(BlueprintCallable, Category="Inventory") + void SpawnItem(class UBaseItem* Item, FVector Location, FRotator Rotation); + +private: + bool IsTileValid(const FInventoryTile InventoryTile) const; + + UPROPERTY() + AEndlessVendettaCharacter* PlayerCharacter; + UPROPERTY() + AActor* ItemToPickup; + bool IsDirty = false; + UPROPERTY() + TArray InventoryItems; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryStructs.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryStructs.h new file mode 100644 index 00000000..6d0b93be --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryStructs.h @@ -0,0 +1,32 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "InventoryStructs.generated.h" + +/** + * + */ + +USTRUCT(BlueprintType) +struct FInventoryLine +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadWrite) + FVector2D Start; + UPROPERTY(BlueprintReadWrite) + FVector2D End; +}; + +USTRUCT(BlueprintType) +struct FInventoryTile +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadWrite) + int X; + UPROPERTY(BlueprintReadWrite) + int Y; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index d20c1ae8..74dac6e0 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -54,6 +54,7 @@ void ABaseWeaponClass::BeginPlay() UE_LOG(LogTemp, Display, TEXT("crnnt ammo: %d"), MagazineSize); } + // Called every frame void ABaseWeaponClass::Tick(float DeltaTime) { @@ -63,7 +64,6 @@ 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; @@ -213,13 +213,49 @@ void ABaseWeaponClass::WeaponScopedFire() } } +void ABaseWeaponClass::ReloadTimer() +{ + GetWorldTimerManager().SetTimer(reloadTimerHandle, this, &ABaseWeaponClass::WeaponReload, TimeToReload, false); + ShowReloadingWidget(); +} + void ABaseWeaponClass::WeaponReload() { - if(MagazineSize > currentAmmoCount) + if(MagazineSize >= currentAmmoCount) { UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize); currentAmmoCount = MagazineSize; + endlessVendettaChar->bIsReloading = false; + HideReloadingWidget(); } } +void ABaseWeaponClass::Interact() +{ + if(!IsValid(this)) return; + GLog->Log("Interact Called"); + endlessVendettaChar->WeaponSwitcher(this); +} + +void ABaseWeaponClass::InteractPrompt() +{ + WeaponStatsPopUp(); +} + +// void ABaseWeaponClass::GetOutHit(FHitResult OutHit) +// { +// if(IsValid(this)) +// { +// endlessVendettaChar->PrimaryWeapon->Destroy(); +// } +// if (OutHit.GetActor()->ActorHasTag(FName("AssaultRifle"))) +// { +// endlessVendettaChar->EquipPrimary(); +// } +// AActor* HitActor = Cast(endlessVendettaChar->PrimaryWeaponClass); +// endlessVendettaChar->PrimaryWeapon = Cast(HitActor); +// } + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index 00541047..36de56ca 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -6,13 +6,14 @@ #include "WeaponItemClass.h" #include "Components/ArrowComponent.h" #include "Kismet/KismetMathLibrary.h" +#include "EndlessVendetta/InteractionInterface.h" #include "BaseWeaponClass.generated.h" class AEndlessVendettaCharacter; class UCapsuleComponent; UCLASS() -class ENDLESSVENDETTA_API ABaseWeaponClass : public AActor +class ENDLESSVENDETTA_API ABaseWeaponClass : public AActor, public IInteractionInterface { GENERATED_BODY() @@ -41,22 +42,38 @@ protected: float recoilResultPitch = 0; float recoilResultYaw = 0; + UFUNCTION(BlueprintImplementableEvent) + void ShowReloadingWidget(); + + UFUNCTION(BlueprintImplementableEvent) + void HideReloadingWidget(); + + + public: // Called every frame virtual void Tick(float DeltaTime) override; - - UPROPERTY(EditAnywhere) - FName WeaponName; + void ReloadTimer(); - UPROPERTY(EditAnywhere) + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FString WeaponName; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) int WeaponDamage; - UPROPERTY(EditAnywhere) + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FString WeaponDescription; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) float FireRate; UPROPERTY(EditAnywhere, BlueprintReadWrite) int MagazineSize; + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float TimeToReload = 3.f; + //how many bullets until the recoil stops going up UPROPERTY(EditAnywhere) int howMnyShotsTillRclStop; @@ -95,6 +112,7 @@ public: APlayerController* playerControllerRef; FTimerHandle timerHandle; + FTimerHandle reloadTimerHandle; bool bFirstBulletShot = false; @@ -144,6 +162,14 @@ public: UPROPERTY(EditAnywhere) int bulletCountShoot; //Gets how many bullets shot per + void Interact() override; + + void InteractPrompt() override; + + UFUNCTION(BlueprintImplementableEvent) + void WeaponStatsPopUp(); + + //void GetOutHit(FHitResult OutHit); protected: UArrowComponent* GunStartArrow;