Merge branch 'dev' into Stealth-AI
# Conflicts: # EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset # EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset # EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp # EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
This commit is contained in:
commit
d9cdf94757
@ -6,3 +6,6 @@ bAllowClassAndBlueprintPinMatching=true
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bReplaceBlueprintWithClass= true
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bDontLoadBlueprintOutsideEditor= true
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bBlueprintIsNotBlueprintType= true
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[/Script/AdvancedPreviewScene.SharedProfiles]
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@ -85,3 +85,6 @@ ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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[CoreRedirects]
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+PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld")
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EndlessVendetta/Content/AI/Enemy/Basic/BP_BasicEnemyCharacter.uasset
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EndlessVendetta/Content/FPWeapon/Mesh/SK_FPGun_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_PickUp_Rifle.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset
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EndlessVendetta/Content/FirstPerson/Input/Actions/IA_TapShoot.uasset
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EndlessVendetta/Content/FirstPerson/Input/IMC_Default.uasset
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EndlessVendetta/Content/FirstPersonArms/Animations/FirstPerson_AnimBP.uasset
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EndlessVendetta/Content/Gadgets/BP_DeadEnemy.uasset
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EndlessVendetta/Content/Gadgets/ReconGadgets/VisionLink/RG_VisionLink.uasset
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EndlessVendetta/Content/Levels/GadgetSystemTestLevel.umap
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/Props/MaterialSphere.uasset
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@ -91,7 +91,12 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
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EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipSecondary);
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//Weapon Shooting
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EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
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EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::FireCaller);
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EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunRightClick);
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EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopGunRightClick);
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//Weapon Reloading
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EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunReload);
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//Crouching
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EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::SetCrouch);
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@ -168,6 +173,7 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (IsValid(PrimaryWeapon))
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{
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PrimaryWeapon->Destroy();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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PrimaryWeapon = nullptr;
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bHasRifle = false;
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return;
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@ -175,11 +181,9 @@ void AEndlessVendettaCharacter::EquipPrimary()
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if (IsValid(SecondaryWeapon)) EquipSecondary();
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// Marcel I respect you, like you and what not, please for the love of god don't touch these two guard clauses
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; /////////////////////////
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; ///////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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@ -193,34 +197,6 @@ void AEndlessVendettaCharacter::EquipPrimary()
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//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
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PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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//If primary weapon is not there but secondary weapon is it will call equipSecondary.
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//EquipSecondary checks and sees that secondary is there so it will call to destroy itself
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//Code goes back and sees primary weapon is not there anymore and spawns it in.
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//Same thing for the EquipSecondary()
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// if (!IsValid(PrimaryWeapon))
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// {
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// if (IsValid(SecondaryWeapon)) EquipSecondary();
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//
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// UE_LOG(LogTemp, Display, TEXT("Primary equipped"));
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// bHasRifle = true;
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// FActorSpawnParameters spawnParams;
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// spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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// //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass
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// AActor* PrimaryWeaponActor = GetWorld()->SpawnActor<AActor>(PrimaryWeaponClass, spawnParams);
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// PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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// //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object
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// //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
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// PrimaryWeapon = Cast<ABaseWeaponClass>(PrimaryWeaponActor);
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//
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// }
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// else if (IsValid(PrimaryWeapon))
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// {
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// PrimaryWeapon->Destroy();
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// bHasRifle = false;
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// }
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}
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void AEndlessVendettaCharacter::EquipSecondary()
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@ -228,6 +204,7 @@ void AEndlessVendettaCharacter::EquipSecondary()
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if (IsValid(SecondaryWeapon))
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{
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SecondaryWeapon->Destroy();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
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SecondaryWeapon = nullptr;
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bHasRifle = false;
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return;
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@ -235,11 +212,9 @@ void AEndlessVendettaCharacter::EquipSecondary()
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if (IsValid(PrimaryWeapon)) EquipPrimary();
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// Marcel I respect you, like you and what not, please for the love of god don't touch these two guard clauses
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; /////////////////////////
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; ///////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;
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if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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@ -249,73 +224,81 @@ void AEndlessVendettaCharacter::EquipSecondary()
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AActor* SecondaryWeaponActor = GetWorld()->SpawnActor<AActor>(SecondaryWeaponClass, spawnParams);
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SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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// if (!IsValid(SecondaryWeapon))
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// {
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// if (IsValid(PrimaryWeapon)) EquipPrimary();
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//
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// UE_LOG(LogTemp, Display, TEXT("Secondary equipped"));
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// bHasRifle = true;
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// FActorSpawnParameters spawnParams;
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// spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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// AActor* SecondaryWeaponActor = GetWorld()->SpawnActor<AActor>(SecondaryWeaponClass, spawnParams);
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// SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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// SecondaryWeapon = Cast<ABaseWeaponClass>(SecondaryWeaponActor);
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// }
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// else if (IsValid(SecondaryWeapon))
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// {
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// SecondaryWeapon->Destroy();
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// bHasRifle = false;
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// }
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}
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//Calls the fire function in the baseWeaponClass
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void AEndlessVendettaCharacter::TapFireCaller()
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void AEndlessVendettaCharacter::FireCaller()
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{
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UE_LOG(LogTemp, Warning, TEXT("Tap Fire"));
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// if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon))
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// {
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// PrimaryWeaponClass.GetDefaultObject()->TapFire();
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// }
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if (IsValid(PrimaryWeapon))
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{
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PrimaryWeapon->Fire();
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}
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if (IsValid(SecondaryWeapon))
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{
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SecondaryWeapon->Fire();
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}
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}
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//POTENTIAL PICKUP SYSTEM NEEDS CHANGING BUT YES
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//Called from Player BluePrints
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/*void AEndlessVendettaCharacter::WeaponPickUpSystem(AActor* PickedUpWeapon)
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void AEndlessVendettaCharacter::GunRightClick()
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{
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ABaseWeaponClass* WeaponInWorld = Cast<ABaseWeaponClass>(PickedUpWeapon);
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if(WeaponInWorld->IsA(ABaseWeaponClass::StaticClass()))
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if (IsValid(PrimaryWeapon) && !bIsScoped)
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{
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if(PrimaryWeapon)
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for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
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{
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UE_LOG(LogTemp, Display, TEXT("Primary Weapon Picked up"));
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bHasRifle = true;
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FVector loc = GetActorLocation() + FVector(-50, 0, 0);
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FRotator rot = GetActorRotation();
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FActorSpawnParameters spawnParams;
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spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
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//WeaponInWorld = Cast<ABaseWeaponClass>(GetWorld()->SpawnActor<AActor>(PrimaryWeapon, loc, rot, spawnParams));
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WeaponInWorld->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint"));
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WeaponInWorld->Destroy();
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//for some reason the spawning of the weapon is broken to the players hand so need to fix this.
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// potentially add a varibable to check if its a secondary or priamry weapon being picked up
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// add this in the baseweaponclass variable
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ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
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break;
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}
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if (!IsValid(ScopedLocationArrow)) return;
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PrimaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation());
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bIsScoped = true;
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PrimaryWeapon->WeaponScopedFire();
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this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
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}
|
||||
if(WeaponInWorld->IsA(ABaseWeaponClass::StaticClass()))
|
||||
if (IsValid(SecondaryWeapon) && !bIsScoped)
|
||||
{
|
||||
if(SecondaryWeapon)
|
||||
for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow")))
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Secondary Weapon Picked up"));
|
||||
|
||||
ScopedLocationArrow = Cast<UArrowComponent>(actorComp);
|
||||
break;
|
||||
}
|
||||
if (!IsValid(ScopedLocationArrow)) return;
|
||||
bIsScoped = true;
|
||||
SecondaryWeapon->WeaponScopedFire();
|
||||
SecondaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation());
|
||||
this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void AEndlessVendettaCharacter::StopGunRightClick()
|
||||
{
|
||||
if (IsValid(PrimaryWeapon))
|
||||
{
|
||||
bIsScoped = false;
|
||||
PrimaryWeapon->WeaponScopedFire();
|
||||
PrimaryWeapon->SetActorRelativeLocation(FVector(0,0,0));
|
||||
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
|
||||
}
|
||||
if (IsValid(SecondaryWeapon))
|
||||
{
|
||||
bIsScoped = false;
|
||||
SecondaryWeapon->WeaponScopedFire();
|
||||
SecondaryWeapon->SetActorRelativeLocation(FVector(0,0,0));
|
||||
this->GetFirstPersonCameraComponent()->SetFieldOfView(90);
|
||||
}
|
||||
}
|
||||
|
||||
void AEndlessVendettaCharacter::GunReload()
|
||||
{
|
||||
if (IsValid(PrimaryWeapon))
|
||||
{
|
||||
PrimaryWeapon->WeaponReload();
|
||||
}
|
||||
if (IsValid(SecondaryWeapon))
|
||||
{
|
||||
SecondaryWeapon->WeaponReload();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void AEndlessVendettaCharacter::Move(const FInputActionValue& Value)
|
||||
|
@ -57,12 +57,15 @@ class AEndlessVendettaCharacter : public ACharacter
|
||||
UInputAction* EquipSecondaryWeapon;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
UInputAction* TapShootAction;
|
||||
class UInputAction* TapShootAction;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
UInputAction* HoldShootAction;
|
||||
class UInputAction* GunAimInAction;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = ( AllowPrivateAccess = "true" ))
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true"))
|
||||
class UInputAction* GunReloadAction;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
|
||||
UInputAction* CrouchAction;
|
||||
|
||||
public:
|
||||
@ -109,7 +112,21 @@ public:
|
||||
ABaseWeaponClass* SecondaryWeapon;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void TapFireCaller();
|
||||
void FireCaller();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void GunRightClick();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void StopGunRightClick();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void GunReload();
|
||||
|
||||
UArrowComponent* ScopedLocationArrow;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Dont Touch")
|
||||
bool bIsScoped;
|
||||
|
||||
protected:
|
||||
/** Called for movement input */
|
||||
@ -124,20 +141,18 @@ protected:
|
||||
void EquipPrimary();
|
||||
void EquipSecondary();
|
||||
|
||||
//Called from Player BluePrints
|
||||
//UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
//void WeaponPickUpSystem(AActor* PickedUpWeapon);
|
||||
|
||||
protected:
|
||||
// APawn interface
|
||||
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
|
||||
// End of APawn interface
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable, Category = "Stealth")
|
||||
void SetCrouch();
|
||||
UFUNCTION(BlueprintCallable, Category = "Stealth")
|
||||
void SetUnCrouch();
|
||||
|
||||
public:
|
||||
/** Returns Mesh1P Sub-object **/
|
||||
USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; }
|
||||
/** Returns FirstPersonCameraComponent Sub-object **/
|
||||
|
@ -0,0 +1,87 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Explosive.h"
|
||||
|
||||
#include "CollisionDebugDrawingPublic.h"
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
// Sets default values
|
||||
AExplosive::AExplosive()
|
||||
{
|
||||
// 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 AExplosive::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
if (ExplosionDelayInSeconds <= 0)
|
||||
{
|
||||
Explosion();
|
||||
return;
|
||||
}
|
||||
|
||||
FTimerHandle ExplosionHandle;
|
||||
GetWorld()->GetTimerManager().SetTimer(ExplosionHandle, this, &AExplosive::Explosion, ExplosionDelayInSeconds);
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void AExplosive::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
}
|
||||
|
||||
void AExplosive::Explosion()
|
||||
{
|
||||
float PitchAngleIncrement = 180.f / ShrapnelPitchDensity;
|
||||
float YawAngleIncrement = 360.f / ShrapnelYawDensity;
|
||||
|
||||
FHitResult OutHit;
|
||||
FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam;
|
||||
QueryParams.bTraceComplex = false;
|
||||
QueryParams.AddIgnoredActor(this);
|
||||
FVector LT_Start = GetActorLocation();
|
||||
|
||||
for(int y = 1; y <= ShrapnelPitchDensity; y++)
|
||||
{
|
||||
for (int x = 1; x <= ShrapnelYawDensity; x++)
|
||||
{
|
||||
FRotator ShrapnelRotation = FRotator(-90.f + (y * PitchAngleIncrement), x * YawAngleIncrement, 0.f);
|
||||
FVector LT_End = LT_Start + (UKismetMathLibrary::GetForwardVector(ShrapnelRotation) * ShrapnelTravelDistance);
|
||||
bool HitSomething = GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams);
|
||||
|
||||
if (DrawDebugLines) DrawShrapnelDebugLines(HitSomething, LT_Start, LT_End, OutHit.ImpactPoint);
|
||||
if (!HitSomething || !OutHit.GetActor()->ActorHasTag(FName("Enemy")) || OutHit.GetActor()->ActorHasTag(FName("Dead"))) continue;
|
||||
|
||||
float HitDistance = FVector::Distance(LT_Start, OutHit.ImpactPoint);
|
||||
float DamageToApply = ShrapnelDamage;
|
||||
if (HitDistance > ShrapnelDamageFalloffDistance)
|
||||
{
|
||||
// Damage linearly decrease from falloff distance to maximum travel distance, using straight line equation y = mx + c
|
||||
float Magnitude = ShrapnelDamage / (ShrapnelDamageFalloffDistance - ShrapnelTravelDistance);
|
||||
float DMG_Intercept = ShrapnelDamage - (Magnitude * ShrapnelDamageFalloffDistance);
|
||||
DamageToApply = (Magnitude * HitDistance) + DMG_Intercept;
|
||||
}
|
||||
// When merged, call philips take damage function here
|
||||
UE_LOG(LogTemp, Warning, TEXT("A shrapnel piece hit %s, dealing %f damage"), *OutHit.GetActor()->GetName(), DamageToApply);
|
||||
}
|
||||
}
|
||||
PlayExplosionEffects();
|
||||
}
|
||||
|
||||
void AExplosive::DrawShrapnelDebugLines(bool HitSomething, FVector StartVector, FVector EndVector, FVector ImpactPoint)
|
||||
{
|
||||
if (!HitSomething)
|
||||
{
|
||||
DrawDebugLine(GetWorld(), StartVector, EndVector, FColor::Green, false, 5, 0, 2);
|
||||
return;
|
||||
}
|
||||
DrawDebugLine(GetWorld(), ImpactPoint, EndVector, FColor::Red, false, 5, 0, 2);
|
||||
DrawDebugLine(GetWorld(), StartVector, ImpactPoint, FColor::Green, false, 5, 0, 2);
|
||||
}
|
||||
|
@ -0,0 +1,63 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Explosive.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class ENDLESSVENDETTA_API AExplosive : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
void DrawShrapnelDebugLines(bool HitSomething, FVector StartVector, FVector EndVector, FVector ImpactPoint);
|
||||
|
||||
protected:
|
||||
// Maximum amount of damage dealt by an individual piece of shrapnel
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Explosion")
|
||||
float ShrapnelDamage = 10;
|
||||
|
||||
// Number of shrapnel pieces uniformly spread around the Y axis
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Explosion")
|
||||
int ShrapnelPitchDensity = 40;
|
||||
|
||||
// Number of shrapnel pieces uniformly spread around the Z axis
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Explosion")
|
||||
int ShrapnelYawDensity = 40;
|
||||
|
||||
// How far shrapnel should travel from origin point, given its not obstructed along its path
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Explosion")
|
||||
float ShrapnelTravelDistance = 600;
|
||||
|
||||
// After what distance travelled should shrapnel damage start to decrease
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Explosion")
|
||||
float ShrapnelDamageFalloffDistance = 200;
|
||||
|
||||
// Delay from spawning in before explosion happens
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Explosion")
|
||||
float ExplosionDelayInSeconds = 0;
|
||||
|
||||
/**
|
||||
* Should debug lines be drawn to show planned travel trajectory of each
|
||||
* shrapnel piece in red, and actual travelled shrapnel trajectory in green
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, Category = "Explosion")
|
||||
bool DrawDebugLines = false;
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Explosion")
|
||||
void PlayExplosionEffects();
|
||||
|
||||
void Explosion();
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
AExplosive();
|
||||
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
};
|
@ -0,0 +1,129 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "OverloadModule.h"
|
||||
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "GameFramework/Character.h"
|
||||
|
||||
void AOverloadModule::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
this->SetActorTickInterval(0.2);
|
||||
PlayerChar = GetWorld()->GetFirstPlayerController()->GetCharacter();
|
||||
PlayerCam = Cast<UCameraComponent>(PlayerChar->GetComponentByClass(UCameraComponent::StaticClass()));
|
||||
}
|
||||
|
||||
|
||||
void AOverloadModule::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
|
||||
if (GadgetCantBeUsed()) return;
|
||||
CheckForPotentialHackTarget();
|
||||
}
|
||||
|
||||
void AOverloadModule::CheckForPotentialHackTarget()
|
||||
{
|
||||
FHitResult OutHit;
|
||||
FVector LT_Start = PlayerCam->GetComponentLocation();
|
||||
FVector LT_End = PlayerCam->GetComponentLocation() + (PlayerCam->GetForwardVector() * DeadBodyCheckDistance);
|
||||
|
||||
//DrawDebugLine(GetWorld(), LT_Start, LT_End, FColor::Red, false, 0.2, 0, 1);
|
||||
|
||||
FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam;
|
||||
QueryParams.AddIgnoredActor(PlayerChar);
|
||||
if (!GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams) || !(OutHit.GetActor()->ActorHasTag(FName("Enemy")) && OutHit.GetActor()->ActorHasTag(FName("Dead"))))
|
||||
{
|
||||
PotentialHackTarget = nullptr;
|
||||
DisplayNeedADeadEnemy();
|
||||
return;
|
||||
}
|
||||
|
||||
if (HackedEnemies.Contains(OutHit.GetActor()->GetUniqueID()))
|
||||
{
|
||||
PotentialHackTarget = nullptr;
|
||||
DisplayAlreadyHacked();
|
||||
return;
|
||||
}
|
||||
|
||||
//DrawDebugLine(GetWorld(), LT_Start, OutHit.ImpactPoint, FColor::Green, false, 0.2, 0, 1);
|
||||
PotentialHackTarget = OutHit.GetActor();
|
||||
DisplayFoundPotentialTarget();
|
||||
}
|
||||
|
||||
|
||||
void AOverloadModule::Activate()
|
||||
{
|
||||
if (GadgetCantBeUsed() || !IsValid(PotentialHackTarget)) return;
|
||||
|
||||
Super::Activate();
|
||||
HackedEnemies.Add(PotentialHackTarget->GetUniqueID());
|
||||
ExplodeClosestAliveEnemy();
|
||||
PlayHackingAnim(GadgetMaxUptime);
|
||||
}
|
||||
|
||||
void AOverloadModule::FinishedUsing()
|
||||
{
|
||||
IsValid(ClosestEnemy) ? DisplayHackingSuccess() : DisplayHackingFailure();
|
||||
SpawnExplosiveOnActor(ClosestEnemy);
|
||||
Super::FinishedUsing();
|
||||
PlayRechargingAnim(CooldownTime);
|
||||
}
|
||||
|
||||
void AOverloadModule::ExplodeClosestAliveEnemy()
|
||||
{
|
||||
FTransform EmptyTransform;
|
||||
USphereComponent* SphereCollision = Cast<USphereComponent>(AddComponentByClass(USphereComponent::StaticClass(), false, EmptyTransform, false));
|
||||
|
||||
SphereCollision->SetSphereRadius(AreaOfEffectInMeters * 100, true);
|
||||
|
||||
TArray<AActor*> OverlappingActors;
|
||||
TArray<AActor*> EnemiesInRadius;
|
||||
|
||||
// Find all living enemies within the radius
|
||||
SphereCollision->GetOverlappingActors(OverlappingActors, ACharacter::StaticClass());
|
||||
for (AActor* OverlappingActor : OverlappingActors)
|
||||
{
|
||||
if (OverlappingActor->ActorHasTag(FName("Enemy")) && !OverlappingActor->ActorHasTag(FName("Dead"))) EnemiesInRadius.Add(OverlappingActor);
|
||||
}
|
||||
|
||||
if (EnemiesInRadius.IsEmpty())
|
||||
{
|
||||
ClosestEnemy = nullptr;
|
||||
SphereCollision->DestroyComponent();
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the closest Enemy in radius
|
||||
ClosestEnemy = EnemiesInRadius[0];
|
||||
float Dist = FVector::Distance(PlayerChar->GetActorLocation(), ClosestEnemy->GetActorLocation());
|
||||
if (EnemiesInRadius.Num() < 2)
|
||||
{
|
||||
SphereCollision->DestroyComponent();
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 1; i < EnemiesInRadius.Num(); i++)
|
||||
{
|
||||
float ConsideredDist = FVector::Distance(PlayerChar->GetActorLocation(), EnemiesInRadius[i]->GetActorLocation());
|
||||
if (ConsideredDist <= Dist)
|
||||
{
|
||||
ClosestEnemy = EnemiesInRadius[i];
|
||||
Dist = ConsideredDist;
|
||||
}
|
||||
}
|
||||
|
||||
SphereCollision->DestroyComponent();
|
||||
|
||||
}
|
||||
|
||||
void AOverloadModule::SpawnExplosiveOnActor(AActor* ActortoExplode)
|
||||
{
|
||||
if (!IsValid(ActortoExplode)) return;
|
||||
FActorSpawnParameters SpawnParams;
|
||||
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
||||
GetWorld()->SpawnActor<AActor>(Explosive, ActortoExplode->GetActorLocation(), ActortoExplode->GetActorRotation(), SpawnParams);
|
||||
}
|
||||
|
@ -0,0 +1,75 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "EndlessVendetta/GadgetSystem/CombatGadget.h"
|
||||
#include "EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.h"
|
||||
#include "OverloadModule.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class ENDLESSVENDETTA_API AOverloadModule : public ACombatGadget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
ACharacter* PlayerChar;
|
||||
|
||||
UCameraComponent* PlayerCam;
|
||||
|
||||
AActor* PotentialHackTarget;
|
||||
|
||||
AActor* ClosestEnemy;
|
||||
|
||||
// An Array of previously hacked enemies, stops player from hacking the same Dead Enemy
|
||||
TArray<uint32> HackedEnemies;
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
virtual void Tick(float DeltaSeconds) override;
|
||||
|
||||
virtual void Activate() override;
|
||||
|
||||
virtual void FinishedUsing() override;
|
||||
|
||||
void CheckForPotentialHackTarget();
|
||||
|
||||
void ExplodeClosestAliveEnemy();
|
||||
|
||||
void SpawnExplosiveOnActor(AActor* ActortoExplode);
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Overload Module")
|
||||
float AreaOfEffectInMeters = 20;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Overload Module")
|
||||
float DeadBodyCheckDistance = 250;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Overload Module")
|
||||
TSubclassOf<AExplosive> Explosive;
|
||||
|
||||
// --------------- Display Functions ---------------
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module")
|
||||
void DisplayAlreadyHacked();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module")
|
||||
void DisplayNeedADeadEnemy();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module")
|
||||
void DisplayFoundPotentialTarget();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module")
|
||||
void PlayHackingAnim(float Loadingtime);
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module")
|
||||
void DisplayHackingFailure();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module")
|
||||
void DisplayHackingSuccess();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module")
|
||||
void PlayRechargingAnim(float RechargingTime);
|
||||
};
|
@ -0,0 +1,27 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "PhoneRinging.h"
|
||||
|
||||
// Sets default values
|
||||
APhoneRinging::APhoneRinging()
|
||||
{
|
||||
// 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 APhoneRinging::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void APhoneRinging::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
}
|
||||
|
@ -0,0 +1,26 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "PhoneRinging.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class ENDLESSVENDETTA_API APhoneRinging : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Sets default values for this actor's properties
|
||||
APhoneRinging();
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
};
|
@ -0,0 +1,102 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "RingModule.h"
|
||||
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "GameFramework/Character.h"
|
||||
|
||||
void ARingModule::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
this->SetActorTickInterval(0.2);
|
||||
PlayerChar = GetWorld()->GetFirstPlayerController()->GetCharacter();
|
||||
PlayerCam = Cast<UCameraComponent>(PlayerChar->GetComponentByClass(UCameraComponent::StaticClass()));
|
||||
}
|
||||
|
||||
void ARingModule::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
|
||||
if (GadgetCantBeUsed()) return;
|
||||
CheckForPotentialHackTarget();
|
||||
}
|
||||
|
||||
void ARingModule::CheckForPotentialHackTarget()
|
||||
{
|
||||
FHitResult OutHit;
|
||||
FVector LT_Start = PlayerCam->GetComponentLocation();
|
||||
FVector LT_End = PlayerCam->GetComponentLocation() + (PlayerCam->GetForwardVector() * DeadBodyCheckDistance);
|
||||
|
||||
//DrawDebugLine(GetWorld(), LT_Start, LT_End, FColor::Red, false, 0.2, 0, 1);
|
||||
|
||||
FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam;
|
||||
QueryParams.AddIgnoredActor(PlayerChar);
|
||||
if (!GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams) || !(OutHit.GetActor()->ActorHasTag(FName("Enemy")) && OutHit.GetActor()->ActorHasTag(FName("Dead"))))
|
||||
{
|
||||
PotentialHackTarget = nullptr;
|
||||
DisplayNeedADeadEnemy();
|
||||
return;
|
||||
}
|
||||
|
||||
if (HackedEnemies.Contains(OutHit.GetActor()->GetUniqueID()))
|
||||
{
|
||||
PotentialHackTarget = nullptr;
|
||||
DisplayAlreadyHacked();
|
||||
return;
|
||||
}
|
||||
|
||||
//DrawDebugLine(GetWorld(), LT_Start, OutHit.ImpactPoint, FColor::Green, false, 0.2, 0, 1);
|
||||
PotentialHackTarget = OutHit.GetActor();
|
||||
DisplayFoundPotentialTarget();
|
||||
}
|
||||
|
||||
|
||||
void ARingModule::Activate()
|
||||
{
|
||||
if (GadgetCantBeUsed() || !IsValid(PotentialHackTarget)) return;
|
||||
|
||||
Super::Activate();
|
||||
HackedEnemies.Add(PotentialHackTarget->GetUniqueID());
|
||||
PlayHackingAnim(GadgetMaxUptime);
|
||||
}
|
||||
|
||||
void ARingModule::FinishedUsing()
|
||||
{
|
||||
SpawnRingingPhoneForAllNearbyEnemies() ? DisplayHackingSuccess() : DisplayHackingFailure();
|
||||
Super::FinishedUsing();
|
||||
PlayRechargingAnim(CooldownTime);
|
||||
}
|
||||
|
||||
bool ARingModule::SpawnRingingPhoneForAllNearbyEnemies()
|
||||
{
|
||||
FTransform EmptyTransform;
|
||||
USphereComponent* SphereCollision = Cast<USphereComponent>(AddComponentByClass(USphereComponent::StaticClass(), false, EmptyTransform, false));
|
||||
SphereCollision->SetSphereRadius(AreaOfEffectInMeters * 100, true);
|
||||
|
||||
TArray<AActor*> OverlappingActors;
|
||||
TArray<AActor*> EnemiesInRadius;
|
||||
|
||||
SphereCollision->GetOverlappingActors(OverlappingActors, ACharacter::StaticClass());
|
||||
for (AActor* OverlappingActor : OverlappingActors)
|
||||
{
|
||||
if (OverlappingActor->ActorHasTag(FName("Enemy")) && !OverlappingActor->ActorHasTag(FName("Dead"))) EnemiesInRadius.Add(OverlappingActor);
|
||||
}
|
||||
|
||||
if (EnemiesInRadius.IsEmpty())
|
||||
{
|
||||
SphereCollision->DestroyComponent();
|
||||
return false;
|
||||
}
|
||||
|
||||
FActorSpawnParameters SpawnParams;
|
||||
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
||||
FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
|
||||
for (AActor* Enemy : EnemiesInRadius)
|
||||
{
|
||||
AActor* SpawnedPhone = GetWorld()->SpawnActor<AActor>(PhoneRingingClass, Enemy->GetActorLocation(), Enemy->GetActorRotation(), SpawnParams);
|
||||
SpawnedPhone->AttachToComponent(Enemy->GetRootComponent(), AttachmentRules);
|
||||
}
|
||||
return true;
|
||||
}
|
@ -0,0 +1,72 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "PhoneRinging.h"
|
||||
#include "EndlessVendetta/GadgetSystem/ReconGadget.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "RingModule.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class ENDLESSVENDETTA_API ARingModule : public AReconGadget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
ACharacter* PlayerChar;
|
||||
|
||||
UCameraComponent* PlayerCam;
|
||||
|
||||
AActor* PotentialHackTarget;
|
||||
|
||||
// An Array of previously hacked enemies, stops player from hacking the same Dead Enemy
|
||||
TArray<uint32> HackedEnemies;
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
virtual void Tick(float DeltaSeconds) override;
|
||||
|
||||
virtual void Activate() override;
|
||||
|
||||
virtual void FinishedUsing() override;
|
||||
|
||||
void CheckForPotentialHackTarget();
|
||||
|
||||
// Returns false if there are no nearby enemies
|
||||
bool SpawnRingingPhoneForAllNearbyEnemies();
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Ring Module")
|
||||
float AreaOfEffectInMeters = 20;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Ring Module")
|
||||
float DeadBodyCheckDistance = 250;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Ring Module")
|
||||
TSubclassOf<APhoneRinging> PhoneRingingClass;
|
||||
|
||||
// --------------- Display Functions ---------------
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module")
|
||||
void DisplayAlreadyHacked();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module")
|
||||
void DisplayNeedADeadEnemy();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module")
|
||||
void DisplayFoundPotentialTarget();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module")
|
||||
void PlayHackingAnim(float Loadingtime);
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module")
|
||||
void DisplayHackingFailure();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module")
|
||||
void DisplayHackingSuccess();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module")
|
||||
void PlayRechargingAnim(float RechargingTime);
|
||||
};
|
@ -60,12 +60,11 @@ void AVisionLinkEnemyLOSTest::TestLOS(TArray<uint32> EnemiesInLink, AActor* LOSA
|
||||
return;
|
||||
}
|
||||
|
||||
for (AActor* Enemy : OverlappingEnemies)
|
||||
/*for (AActor* Enemy : OverlappingEnemies)
|
||||
{
|
||||
FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation());
|
||||
UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw);
|
||||
UE_LOG(LogTemp, Warning, TEXT("enemy name: %s"), *Enemy->GetName());
|
||||
}
|
||||
}*/
|
||||
|
||||
Destroy();
|
||||
|
||||
|
@ -2,7 +2,10 @@
|
||||
|
||||
|
||||
#include "BaseWeaponClass.h"
|
||||
|
||||
#include "AIHelpers.h"
|
||||
#include "EndlessVendetta/EndlessVendettaCharacter.h"
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
#include "Components/CapsuleComponent.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
@ -21,46 +24,180 @@ void ABaseWeaponClass::BeginPlay()
|
||||
|
||||
// Attempt to find the player character
|
||||
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
|
||||
player = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
|
||||
if (PlayerController)
|
||||
playerInWorld = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
|
||||
|
||||
endlessVendettaChar = Cast<AEndlessVendettaCharacter>(playerInWorld);
|
||||
|
||||
for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(), FName("GunStart")))
|
||||
{
|
||||
if (player)
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("BeginPlay: Player found."));
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player not found."));
|
||||
}
|
||||
GunStartArrow = Cast<UArrowComponent>(actorComp);
|
||||
break;
|
||||
}
|
||||
else
|
||||
|
||||
if (!playerControllerRef)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player controller not found."));
|
||||
playerControllerRef = UGameplayStatics::GetPlayerController(GetWorld(), 0);
|
||||
}
|
||||
|
||||
originalMagnitude = recoilMagnitude;
|
||||
originalMaxAngleLeft = recoilMaxAngleLeft;
|
||||
originalMaxAngleRight = recoilMaxAngleRight;
|
||||
originalMinMultiplier = recoilMinMultiplier;
|
||||
|
||||
currentAmmoCount = MagazineSize;
|
||||
|
||||
UE_LOG(LogTemp, Display, TEXT("crnnt ammo: %d"), MagazineSize);
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
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)
|
||||
if (playerInWorld)
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Hit something"));
|
||||
ApplyRecoil(DeltaTime);
|
||||
}
|
||||
UE_LOG(LogTemp, Display, TEXT("BOOMBOOMBIMBAMBIM"));
|
||||
}
|
||||
|
||||
|
||||
// Recoil Handling ////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void ABaseWeaponClass::GenerateRecoilVector()
|
||||
{
|
||||
float angle = FMath::RandRange(recoilMaxAngleLeft, -recoilMaxAngleRight); //randomg recoil vector angle between left and right
|
||||
float recMag = recoilMagnitude * 252.f; //converting degrees to controller units
|
||||
float tempMag = -FMath::RandRange(recMag * recoilMinMultiplier, recMag); // recoil magnitude
|
||||
|
||||
recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle));
|
||||
recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle));
|
||||
|
||||
//scaling direction to magnitude
|
||||
recoilResultPitch *= -tempMag;
|
||||
recoilResultYaw *= tempMag;
|
||||
|
||||
//reset recoil to 0 of curve
|
||||
recoilTime = 0;
|
||||
}
|
||||
|
||||
void ABaseWeaponClass::ApplyRecoil(float DeltaTime)
|
||||
{
|
||||
if (recoilTime < 0.3)
|
||||
{
|
||||
float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
|
||||
recoilTime += DeltaTime;
|
||||
playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime));
|
||||
playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime));
|
||||
UpdateSamples(amplitude, recoilTime);
|
||||
}
|
||||
}
|
||||
|
||||
void ABaseWeaponClass::nullSamples()
|
||||
{
|
||||
recoilCurvet = 0;
|
||||
recoilCurvez1 = 0;
|
||||
}
|
||||
|
||||
float ABaseWeaponClass::GetRecoilPitch(float Amp, float Time)
|
||||
{
|
||||
//Using the trapez method and we are getting the surface under the curve, each trapezoid consist of square and right triangle
|
||||
float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp; //get which point is common for both triangle and square of trapezoid
|
||||
//lower point
|
||||
float mult = (Time - recoilCurvet) * lower; //getting surface of square
|
||||
mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f; //getting and adding surface of triangle
|
||||
return (recoilResultPitch * mult) / playerControllerRef->InputPitchScale_DEPRECATED; //calculating and return recoil force for current frame
|
||||
}
|
||||
|
||||
|
||||
//Same as getrecoilpitch
|
||||
float ABaseWeaponClass::GetRecoilYaw(float Amp, float Time)
|
||||
{
|
||||
float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp;
|
||||
float mult = (Time - recoilCurvet) * lower;
|
||||
|
||||
mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f;
|
||||
return (recoilResultYaw * mult) / playerControllerRef->InputYawScale_DEPRECATED;
|
||||
}
|
||||
|
||||
void ABaseWeaponClass::UpdateSamples(float Amp, float Time)
|
||||
{
|
||||
recoilCurvez1 = Amp;
|
||||
recoilCurvet = Time;
|
||||
}
|
||||
|
||||
// Fire handling //////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void ABaseWeaponClass::ClickDetectionTimer()
|
||||
{
|
||||
GetWorldTimerManager().SetTimer(timerHandle, this, &ABaseWeaponClass::Fire, 1 / FireRate, false);
|
||||
}
|
||||
|
||||
void ABaseWeaponClass::CancelFire()
|
||||
{
|
||||
GetWorldTimerManager().ClearTimer(timerHandle);
|
||||
}
|
||||
|
||||
void ABaseWeaponClass::Fire()
|
||||
{
|
||||
if(currentAmmoCount > 0)
|
||||
{
|
||||
//do damage fallof based off distance
|
||||
FHitResult outHit;
|
||||
FVector traceStart;
|
||||
FVector traceEnd;
|
||||
traceStart = GunStartArrow->GetComponentLocation();
|
||||
traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
|
||||
FCollisionQueryParams collisionParams;
|
||||
collisionParams.AddIgnoredActor(playerInWorld);
|
||||
collisionParams.AddIgnoredActor(this);
|
||||
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);
|
||||
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
|
||||
currentAmmoCount -= 1;
|
||||
UE_LOG(LogTemp, Display, TEXT("Ammo Count: %d"), currentAmmoCount);
|
||||
GenerateRecoilVector();
|
||||
ClickDetectionTimer();
|
||||
if (outHit.bBlockingHit)
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
|
||||
}
|
||||
}
|
||||
else if(currentAmmoCount <= 0)
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void ABaseWeaponClass::WeaponScopedFire()
|
||||
{
|
||||
if (endlessVendettaChar->bIsScoped)
|
||||
{
|
||||
recoilMagnitude -= 0.2f;
|
||||
recoilMaxAngleLeft /= 2.f;
|
||||
recoilMaxAngleRight /= 2.f;
|
||||
recoilMinMultiplier -= 0.2f;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
recoilMagnitude = originalMagnitude;
|
||||
recoilMaxAngleLeft = originalMaxAngleLeft;
|
||||
recoilMaxAngleRight = originalMaxAngleRight;
|
||||
recoilMinMultiplier = originalMinMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
void ABaseWeaponClass::WeaponReload()
|
||||
{
|
||||
if(MagazineSize > currentAmmoCount)
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize);
|
||||
currentAmmoCount = MagazineSize;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -4,6 +4,8 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "WeaponItemClass.h"
|
||||
#include "Components/ArrowComponent.h"
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
#include "BaseWeaponClass.generated.h"
|
||||
|
||||
class AEndlessVendettaCharacter;
|
||||
@ -22,6 +24,23 @@ protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
void GenerateRecoilVector();
|
||||
|
||||
void ApplyRecoil(float DeltaTime);
|
||||
|
||||
void nullSamples();
|
||||
|
||||
//recoil previous curve
|
||||
float recoilCurvez1 = 0;
|
||||
|
||||
//recoil previous curve time
|
||||
float recoilCurvet = 0;
|
||||
|
||||
float recoilTime = 0;
|
||||
|
||||
float recoilResultPitch = 0;
|
||||
float recoilResultYaw = 0;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
@ -42,17 +61,70 @@ public:
|
||||
UTexture2D* WeaponImage;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void TapFire();
|
||||
virtual void Fire();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void ClickDetectionTimer();
|
||||
|
||||
void CancelFire();
|
||||
|
||||
UPROPERTY(VisibleAnywhere)
|
||||
ACharacter* player;
|
||||
ACharacter* playerInWorld;
|
||||
|
||||
AEndlessVendettaCharacter* endlessVendettaChar;
|
||||
|
||||
APlayerController* playerControllerRef;
|
||||
|
||||
FTimerHandle timerHandle;
|
||||
|
||||
//Add HoldFire functionality after pistol is complete for holding fire for pistol and make it start spraying innacuratly.
|
||||
bool bFirstBulletShot = false;
|
||||
|
||||
// UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
// void HoldFire();
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSubclassOf<UCameraShakeBase> CameraShakeClass;
|
||||
|
||||
/* How far the gun goes up*/
|
||||
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||
float recoilMagnitude;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||
float recoilMaxAngleLeft;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||
float recoilMaxAngleRight;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||
float recoilMinMultiplier;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Recoil")
|
||||
class UCurveFloat* RecoilCurve;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Recoil")
|
||||
float GetRecoilPitch(float Amp, float Time);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Recoil")
|
||||
float GetRecoilYaw(float Amp, float Time);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Recoil")
|
||||
void UpdateSamples(float Amp, float Time);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void WeaponScopedFire();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Weapons")
|
||||
void WeaponReload();
|
||||
|
||||
private:
|
||||
|
||||
UArrowComponent* GunStartArrow;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float BulletDistance;
|
||||
|
||||
float originalMagnitude;
|
||||
float originalMaxAngleLeft;
|
||||
float originalMaxAngleRight;
|
||||
float originalMinMultiplier;
|
||||
|
||||
int currentAmmoCount;
|
||||
|
||||
};
|
||||
|
@ -24,3 +24,9 @@ void APistolClass::Tick(float DeltaTime)
|
||||
Super::Tick(DeltaTime);
|
||||
}
|
||||
|
||||
void APistolClass::Fire()
|
||||
{
|
||||
Super::Fire();
|
||||
UE_LOG(LogTemp, Display, TEXT("Testing overrides: Pistol has been fired"));
|
||||
}
|
||||
|
||||
|
@ -22,4 +22,6 @@ protected:
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
virtual void Fire() override;
|
||||
};
|
||||
|
@ -0,0 +1,4 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "WeaponCameraShake.h"
|
@ -0,0 +1,16 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "WeaponCameraShake.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class ENDLESSVENDETTA_API UWeaponCameraShake : public UCameraShakeBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
Loading…
Reference in New Issue
Block a user