Started funcionality for pistol and singlefire weapons

This commit is contained in:
Marcel Hara 2023-09-28 22:37:31 +01:00
parent 64fc74c5fc
commit d5223bcf4f
18 changed files with 302 additions and 27 deletions

View File

@ -1,2 +1,196 @@
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@ -6,14 +6,16 @@
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester
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TransitionMap=
TransitionMap=None
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester
ServerDefaultMap=/Engine/Maps/Entry
GlobalDefaultGameMode=/Script/EndlessVendetta.EndlessVendettaGameMode
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Game/FirstPerson/GunMechanicWorld.GunMechanicWorld_C
GlobalDefaultServerGameMode=None
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@ -2,8 +2,9 @@
#include "BaseWeaponClass.h"
#include "EndlessVendettaCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Kismet/GameplayStatics.h"
// Sets default values
@ -18,6 +19,24 @@ void ABaseWeaponClass::BeginPlay()
{
Super::BeginPlay();
// Attempt to find the player character
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
player = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
if (PlayerController)
{
if (player)
{
UE_LOG(LogTemp, Display, TEXT("BeginPlay: Player found."));
}
else
{
UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player not found."));
}
}
else
{
UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player controller not found."));
}
}
// Called every frame
@ -26,3 +45,22 @@ void ABaseWeaponClass::Tick(float DeltaTime)
Super::Tick(DeltaTime);
}
void ABaseWeaponClass::TapFire()
{
FHitResult outHit;
FVector traceStart;
FVector traceEnd;
traceStart = player->GetActorLocation();
traceEnd = traceStart + (player->GetActorForwardVector() * 50);
UE_LOG(LogTemp, Display, TEXT("World: %s"), *GetWorld()->GetName());
FCollisionQueryParams collisionParams;
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
//Debug line to see where the trace hit
DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, true);
if (outHit.bBlockingHit)
{
UE_LOG(LogTemp, Display, TEXT("Hit something"));
}
UE_LOG(LogTemp, Display, TEXT("BOOMBOOMBIMBAMBIM"));
}

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@ -6,10 +6,11 @@
#include "WeaponItemClass.h"
#include "BaseWeaponClass.generated.h"
class AEndlessVendettaCharacter;
class UCapsuleComponent;
UCLASS()
class ENDLESSVENDETTA_API ABaseWeaponClass : public AWeaponItemClass
class ENDLESSVENDETTA_API ABaseWeaponClass : public AActor
{
GENERATED_BODY()
@ -40,4 +41,18 @@ public:
UPROPERTY(EditAnywhere)
UTexture2D* WeaponImage;
UFUNCTION(BlueprintCallable, Category = "Weapons")
void TapFire();
UPROPERTY(VisibleAnywhere)
ACharacter* player;
//Add HoldFire functionality after pistol is complete for holding fire for pistol and make it start spraying innacuratly.
// UFUNCTION(BlueprintCallable, Category = "Weapons")
// void HoldFire();
};

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@ -73,6 +73,9 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
//Weapon Switching
EnhancedInputComponent->BindAction(EquipPrimaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipPrimary);
EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipSecondary);
//Weapon Shooting
EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
}
}
@ -130,6 +133,15 @@ void AEndlessVendettaCharacter::EquipSecondary()
}
}
//Calls the fire function in the baseWeaponClass
void AEndlessVendettaCharacter::TapFireCaller()
{
if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon))
{
PrimaryWeaponClass.GetDefaultObject()->TapFire();
}
}
//POTENTIAL PICKUP SYSTEM NEEDS CHANGING BUT YES
//Called from Player BluePrints

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@ -49,6 +49,11 @@ class AEndlessVendettaCharacter : public ACharacter
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputAction* EquipSecondaryWeapon;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputAction* TapShootAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
class UInputAction* HoldShootAction;
public:
AEndlessVendettaCharacter();
@ -84,6 +89,9 @@ public:
ABaseWeaponClass* SecondaryWeapon;
UFUNCTION(BlueprintCallable, Category = "Weapons")
void TapFireCaller();
protected:
/** Called for movement input */

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@ -25,12 +25,10 @@ void AWeaponItemClass::Tick(float DeltaTime)
}
//Called from WeaponInventory actor component class
void AWeaponItemClass::Equip(ABaseWeaponClass* PickedUpWeapon)
void AWeaponItemClass::Equip()
{
//get the weapons in the array from component
//whatever input is being pressed add that to the player socket
//if there is no gun simply add it to the socket
//if there is a weapon remove from socket and add the requested one
GetWorld();
UE_LOG(LogTemp, Display, TEXT("World Player is in: %s"), GetWorld());
}
//Called from WeaponInventory actor component class

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@ -25,11 +25,10 @@ public:
// Called every frame
virtual void Tick(float DeltaTime) override;
private:
UFUNCTION()
void Equip(ABaseWeaponClass* PickedUpWeapon);
void Equip();
UFUNCTION()
void Unequip(ABaseWeaponClass* PickedUpWeapon);
};