Started funcionality for pistol and singlefire weapons
This commit is contained in:
parent
64fc74c5fc
commit
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@ -1,2 +1,196 @@
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[ContentBrowser]
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RunUnderOneProcess=True
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PrimaryPIEClientIndex=0
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AdditionalServerLaunchParameters=
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ServerFixedFPS=0
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NetworkEmulationSettings=(bIsNetworkEmulationEnabled=False,EmulationTarget=Server,CurrentProfile="Custom",OutPackets=(MinLatency=0,MaxLatency=0,PacketLossPercentage=0),InPackets=(MinLatency=0,MaxLatency=0,PacketLossPercentage=0))
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LastSize=(X=0,Y=0)
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LastExecutedLaunchName=MARCELSPC
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LastExecutedLaunchModeType=LaunchMode_OnDevice
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LastExecutedPIEPreviewDevice=
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|
||||
+TabletScreenResolutions=(Description="Huawei MediaPad M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="")
|
||||
+TabletScreenResolutions=(Description="Microsoft Surface RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="")
|
||||
+TabletScreenResolutions=(Description="Microsoft Surface Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="")
|
||||
-TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=true)
|
||||
-TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true)
|
||||
-TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=true)
|
||||
-TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=true)
|
||||
+TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="")
|
||||
+TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="")
|
||||
+TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="")
|
||||
+TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=True,ProfileName="")
|
||||
DeviceToEmulate=
|
||||
PIESafeZoneOverride=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000)
|
||||
|
||||
|
@ -6,14 +6,16 @@
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
EditorStartupMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester
|
||||
LocalMapOptions=
|
||||
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
|
||||
|
||||
[/Script/Engine.RendererSettings]
|
||||
|
@ -1,3 +1,3 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:46657eb5de2de0259508b2ff818d484f06f895c13f8bb3d04c6fc34ea61659a1
|
||||
size 23694
|
||||
oid sha256:7cdc8c835b9e8e0bf81e8bc89d0ea3027bae94e2174be261c132bd300f1fad51
|
||||
size 23989
|
||||
|
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/GunMechanicWorld.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPerson/GunMechanicWorld.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_HoldShoot.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_HoldShoot.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Shoot.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_Shoot.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_TapShoot.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/FirstPerson/Input/Actions/IA_TapShoot.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,3 +1,3 @@
|
||||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:ffa41b9939bbfe39ea2480464028578938aa1a8c0acc1edeac030ade6d1d9d76
|
||||
size 14001
|
||||
oid sha256:1006f1f08d6d5428a9c4689b38adff8ae38cb5a4b71ed3d8831ad0ef4da32363
|
||||
size 15167
|
||||
|
BIN
EndlessVendetta/Content/FirstPerson/Input/IMC_Weapons.uasset
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Input/IMC_Weapons.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/FirstPerson/Maps/GunMechanicTester.umap
(Stored with Git LFS)
BIN
EndlessVendetta/Content/FirstPerson/Maps/GunMechanicTester.umap
(Stored with Git LFS)
Binary file not shown.
BIN
EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/0/3Z/SNIBJQL2L6YHSC7MTTK1C2.uasset
(Stored with Git LFS)
Normal file
BIN
EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/0/3Z/SNIBJQL2L6YHSC7MTTK1C2.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -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"));
|
||||
}
|
||||
|
@ -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();
|
||||
|
||||
};
|
||||
|
@ -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
|
||||
|
@ -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 */
|
||||
|
@ -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
|
||||
|
@ -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);
|
||||
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user