diff --git a/Assets/GreasyRickDialogue.txt b/Assets/GreasyRickDialogue.txt
new file mode 100644
index 00000000..81d23c74
--- /dev/null
+++ b/Assets/GreasyRickDialogue.txt
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+Intro Dialogue:
+- So you must be the mayors new toy...
+- I'm Greasy Rick, sent here to assist you on your first job
+- Timothy Huntsmer is your target
+- As we speak he's partying so we should hurry up to catch him off guard
+- I already came up with a plan to get you in
+- You'll just need some extra gear...
+- Follow me, I'll get you sorted
+
+
+Market Place Dialogue:
+- Aight we made it...
+- Seems like some thugs have taken a liking to the market place
+- Why dont you try out your fancy new gadgets?
+- Remember, press Q to equip you RECON, and E to equip your COMBAT
+- ...or just stick to old school guns, works too
+- Either way, after you deal with them, go craft yourself a silencer with the scraps I left you at my work bench
+- Good luck
+
+Ricks Plan:
+- Good job, now that you're equipped with a silencer we can move onto the plan
+- You know that Pachinko Parlour just down the street?
+- Let's just say the owner is on the Mayor's naught list...
+- And lucky for us, he just so happens to live in the same building as our target
+- So why don't we knock two birds with one stone? Kill the owner and take his building pass
+- Just be careful, this place is well guarded and they will (won't yet lol) send reinforcements if they spot you
+- So why don't you go put that new silencer of yours to good use?
+- Anyways, good luck, you'll be on your own from here on out.
diff --git a/Assets/UI/Items/ApartmentInvitationPass.png b/Assets/UI/Items/ApartmentInvitationPass.png
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--- a/EndlessVendetta/Config/DefaultGame.ini
+++ b/EndlessVendetta/Config/DefaultGame.ini
@@ -105,6 +105,8 @@ bSkipMovies=False
+MapsToCook=(FilePath="/Game/Levels/TempOpenWorld")
+MapsToCook=(FilePath="/Game/Levels/EnemyAITest")
+MapsToCook=(FilePath="/Game/Levels/OpenWorldRework")
++MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/MarketAreaEnemies")
++MapsToCook=(FilePath="/Game/BountySystem/ApartmentBounty/LevelInstances/PachinkoEnemies")
+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
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index 1abd0508..d6aa57fb 100644
--- a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp
@@ -37,7 +37,7 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
FCollisionObjectQueryParams ObjectQueryParams;
ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
- ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
+ //ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
if (FHitResult HitResult; GetWorld()->LineTraceSingleByObjectType(HitResult, Start, End, ObjectQueryParams, QueryParams))
{
if (IsValid(HitResult.GetActor()))
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
index 3720876c..f565e0c6 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
@@ -33,6 +33,7 @@ protected:
public:
FCompletedACheckpoint CompletedACheckpoint;
+ // Used to update Displayed Tip
FCheckpointActivated CheckpointActivated;
// Gets the Reward Money for Completing this Bounty, used by Players Character
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldCheckpoint.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldCheckpoint.cpp
new file mode 100644
index 00000000..aec93383
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldCheckpoint.cpp
@@ -0,0 +1,5 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "OpenWorldCheckpoint.h"
+
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldCheckpoint.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldCheckpoint.h
new file mode 100644
index 00000000..f644a306
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldCheckpoint.h
@@ -0,0 +1,26 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "EndlessVendetta/BountySystem/CheckpointClass.h"
+#include "OpenWorldCheckpoint.generated.h"
+
+/**
+ *
+ */
+UCLASS()
+class ENDLESSVENDETTA_API AOpenWorldCheckpoint : public ACheckpointClass
+{
+ GENERATED_BODY()
+
+protected:
+ UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
+ FTransform RespawnTransform;
+
+public:
+ FTransform GetRespawnTransform()
+ {
+ return RespawnTransform;
+ }
+};
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldInteractableCheckpoint.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldInteractableCheckpoint.cpp
new file mode 100644
index 00000000..098d76a1
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldInteractableCheckpoint.cpp
@@ -0,0 +1,9 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "OpenWorldInteractableCheckpoint.h"
+
+void AOpenWorldInteractableCheckpoint::Interact()
+{
+ PlayerInteracted();
+}
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldInteractableCheckpoint.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldInteractableCheckpoint.h
new file mode 100644
index 00000000..793eb1c6
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckPoints/OpenWorldInteractableCheckpoint.h
@@ -0,0 +1,25 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "OpenWorldCheckpoint.h"
+#include "EndlessVendetta/InteractionInterface.h"
+#include "OpenWorldInteractableCheckpoint.generated.h"
+
+/**
+ *
+ */
+UCLASS()
+class ENDLESSVENDETTA_API AOpenWorldInteractableCheckpoint : public AOpenWorldCheckpoint, public IInteractionInterface
+{
+ GENERATED_BODY()
+
+ void Interact() override;
+
+protected:
+ UFUNCTION(BlueprintImplementableEvent)
+ void PlayerInteracted();
+
+
+};
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h
index 98e767ad..26f35fe5 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h
@@ -4,9 +4,8 @@
#include "CoreMinimal.h"
#include "WaypointActor.h"
-#include "EndlessVendetta/EndlessVendettaCharacter.h"
#include "GameFramework/Actor.h"
-#include
+#include "EndlessVendetta/EndlessVendettaGameMode.h"
#include "CheckpointClass.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedCheckpoint);
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp
index 18b1e56e..5499deb1 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp
@@ -2,11 +2,19 @@
#include "MainBountyClass.h"
+#include "CheckPoints/OpenWorldCheckpoint.h"
+#include "EndlessVendetta/EVGameInstance.h"
void AMainBountyClass::IncrementBountyCheckpoint()
{
Super::IncrementBountyCheckpoint();
CompletedACheckpoint.Broadcast();
+ if (BountyCheckpoints.IsEmpty() || !IsValid(BountyCheckpoints[0])) return;
+ if (AOpenWorldCheckpoint* OWCP = Cast(BountyCheckpoints[0]))
+ {
+ OpenWorldRespawnTransform = OWCP->GetRespawnTransform();
+ OpenWorldCheckpointClasses.RemoveAt(0);
+ }
// FString TipToDisplay = "";
// if (!Completed) TipToDisplay = BountyCheckpoints[0]->GetCheckpointTip();
// Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI("", false);
@@ -15,7 +23,7 @@ void AMainBountyClass::IncrementBountyCheckpoint()
void AMainBountyClass::ActivateFirstCheckpoint()
{
Super::ActivateFirstCheckpoint();
- if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->SpawnWaypoint(MainBountyStruct.TargetName);
+ //if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->SpawnWaypoint(MainBountyStruct.TargetName);
if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
BountyCheckpoints[0]->SpawnWaypoint(MainBountyStruct.TargetName);
}
@@ -23,19 +31,25 @@ void AMainBountyClass::ActivateFirstCheckpoint()
void AMainBountyClass::DeActivateFirstCheckpoint()
{
Super::DeActivateFirstCheckpoint();
- if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->DestroyWaypoint();
+ //if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->DestroyWaypoint();
}
- void AMainBountyClass::SpawnOpenWorldCheckpoint()
+void AMainBountyClass::SpawnOpenWorldCheckpoint()
{
- if (!IsValid(OpenWorldCheckpointClass)) return;
-
- FActorSpawnParameters SpawnParameters;
- SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
- FVector Loc = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation();
- FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
-
- OpenWorldcheckpoint = GetWorld()->SpawnActor(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters);
+ // Get open world checkpoints from save system
+ UEVGameInstance* GI = Cast(GetGameInstance());
+ OpenWorldCheckpointClasses = GI->MainSaveGameInstanceRef->OpenWorldCheckpointsClassesSave;
+ if (OpenWorldCheckpointClasses.IsEmpty()) return;
+
+ for (TSubclassOf OpenWorldCheckpointClass : OpenWorldCheckpointClasses)
+ {
+ if (OpenWorldCheckpointClass == nullptr) continue;
+ FActorSpawnParameters SpawnParameters;
+ SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
+ FVector Loc = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation();
+ FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
+ BountyCheckpoints.Add(GetWorld()->SpawnActor(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters));
+ }
ActivateFirstCheckpoint();
}
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h
index 8e1c99af..1154f7be 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h
@@ -5,6 +5,7 @@
#include "CoreMinimal.h"
#include "BountyClass.h"
#include "SideBountyClass.h"
+#include "CheckPoints/OpenWorldCheckpoint.h"
#include "MainBountyClass.generated.h"
USTRUCT(BlueprintType)
@@ -42,10 +43,10 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
// ------------------- ATTRIBUTES ------------------------------
// Used to Spawn Open World Checkpoint for this Main Bounty
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
- TSubclassOf OpenWorldCheckpointClass;
+ TArray> OpenWorldCheckpointClasses;
// Used to Store Ref for Bounty Tracking Functionality
- ACheckpointClass* OpenWorldcheckpoint;
+ //TArray OpenWorldcheckpoints;
// Used by Players Character to Determine where to Spawn in the Open World after Completing Main Bounty
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
@@ -54,9 +55,12 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
// Used to Spawn Side Bounties Associated with this Main Bounty
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
TArray> SideBountiesToSpawn;
+
+ // Used by Bounty Char to determine where to respawn the player based on what checkpoint they're at
+ FTransform OpenWorldRespawnTransform;
protected:
-
+
public:
// Struct Containing all Data to be Displayed about the Main Bounty
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
@@ -68,7 +72,7 @@ private:
void IncrementBountyCheckpoint() override;
protected:
-
+
public:
// Used by Bounty Char to Save and Spawn Side Bounties Unlocked by Activating this Main Bounty
@@ -94,12 +98,22 @@ public:
// Overrides to Desapwn Waypoint from OpenWorld Checkpoint
void DeActivateFirstCheckpoint() override;
- // Returns open world checkpoints tip
- FString GetOpenWorldCheckpointTip()
+ // Gets Respawn Transform of Current Open World Checkpoint
+ FTransform GetOpenWorldRespawnTransform()
{
- return OpenWorldcheckpoint->GetCheckpointTip();
+ return OpenWorldRespawnTransform;
}
+ TArray> GetOpenWorldCheckpointClasses()
+ {
+ return OpenWorldCheckpointClasses;
+ }
+ // Returns open world checkpoints tip
+ // FString GetOpenWorldCheckpointTip()
+ // {
+ // return OpenWorldcheckpoint->GetCheckpointTip();
+ // }
+
// ------------------- LEGACY CODE TO BE REWORKED ---------------------------------
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.cpp
index 531fff83..e1feb43e 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.cpp
@@ -20,7 +20,9 @@ void AWaypointActor::SetupWaypoint_Implementation(UTexture2D* Icon, const FStrin
PlayersCam = Cast(PlayerActor->GetComponentByClass(UCameraComponent::StaticClass()));
ScalingMagnitude = (ScaleAtMaxDist - ScaleAtMinDist) / (MaxDist - MinDist);
ScalingY_Intercept = ScaleAtMaxDist - (MaxDist * ScalingMagnitude);
-
+
+ if (!SpawnMiniWaypoint) return;
+
MiniWaypoint = CreateWidget(GetWorld(), MiniWaypointClass);
MiniWaypoint->AddToViewport(0);
MiniWaypoint->WorldLoc = this->GetActorLocation();
@@ -37,11 +39,11 @@ void AWaypointActor::Tick(float DeltaTime)
if (SightCheck())
{
UpdateVisibility(true);
- MiniWaypoint->UpdateVisibility(false);
+ if (IsValid(MiniWaypoint)) MiniWaypoint->UpdateVisibility(false);
return;
}
UpdateVisibility(false);
- MiniWaypoint->UpdateVisibility(true);
+ if (IsValid(MiniWaypoint)) MiniWaypoint->UpdateVisibility(true);
}
bool AWaypointActor::SightCheck()
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h
index 63538881..0cbdfc8b 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/WaypointActor.h
@@ -52,11 +52,14 @@ protected:
public:
// Sets default values for this actor's properties
AWaypointActor();
+
+ UPROPERTY(BlueprintReadWrite)
+ bool SpawnMiniWaypoint = true;
// Called every frame
virtual void Tick(float DeltaTime) override;
- UFUNCTION(BlueprintNativeEvent)
+ UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void SetupWaypoint(UTexture2D* Icon, const FString& Desc);
};
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
index 9facd60d..0a7aa096 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
@@ -11,7 +11,7 @@ void ABountyHunterCharacter::SpawnMainBounty(UEVGameInstance* GI)
if (GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave > CurrentMainBountyIndex) CompleteCurrentMainBounty(GI);
- if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex]))
+ if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex || !IsValid(MainBountyClasses[CurrentMainBountyIndex]))
{
AllBountiesCompleted();
return;
@@ -60,7 +60,6 @@ void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
EarnMoney(MoneyEarned);
BountyCompletedDisplay(MoneyEarned, 0);
if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
- UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex);
// Saves players spawn now as players location is set after spawn main bounty finishes running in begin play
GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetPlayerSpawnTransform();
@@ -70,6 +69,7 @@ void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
if (!(MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex])))
{
GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave.Append(MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetAssociatedSideBounties());
+ GI->MainSaveGameInstanceRef->OpenWorldCheckpointsClassesSave = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetOpenWorldCheckpointClasses();
}
UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
@@ -134,9 +134,12 @@ void ABountyHunterCharacter::BeginPlay()
InOpenWorld = true;
SpawnBikeUI();
SpawnSideBounties(GI);
- FTransform SpawnTransfrom = GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave;
- SetActorTransform(SpawnTransfrom);
- Cast(GetController())->SetControlRotation(SpawnTransfrom.GetRotation().Rotator());
+ if (GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave.GetLocation() != FVector(0 ,0 ,0))
+ {
+ FTransform SpawnTransfrom = GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave;
+ SetActorTransform(SpawnTransfrom);
+ Cast(GetController())->SetControlRotation(SpawnTransfrom.GetRotation().Rotator());
+ }
}
}
CreatePauseMenuTabs();
@@ -158,9 +161,17 @@ void ABountyHunterCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (UGameplayStatics::GetCurrentLevelName(GetWorld()) != OpenWorldLevelName) return;
+
UEVGameInstance* GI = Cast(GetGameInstance());
if (!IsValid(GI->MainSaveGameInstanceRef)) return;
- GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = GetActorTransform();
+
+ if (IsValid(CurrentMainBounty)) GI->MainSaveGameInstanceRef->OpenWorldCheckpointsClassesSave = CurrentMainBounty->GetOpenWorldCheckpointClasses();
+
+ // if main bounty exists, save its locally stored open world respawn transform
+ // otherwise, store it as 0,0,0 which will make the player spawn at player start instead
+ FTransform EmptyTransform;
+ GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = IsValid(CurrentMainBounty) ? CurrentMainBounty->GetOpenWorldRespawnTransform() : EmptyTransform;
+ //GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = GetActorTransform();
UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
}
@@ -183,6 +194,7 @@ void ABountyHunterCharacter::CreatePauseMenuTabs()
BountiesTab->TrackSideBountyDelegate.AddDynamic(this, &ABountyHunterCharacter::TrackSideBounty);
}
UpdateBountyTabInfo();
+ EarnFavours(10);
FavoursTab = CreateWidget(GetWorld(), FavoursTabWidgetClass);
NavigationTab = CreateWidget(GetWorld(), NavigationTabWidgetClass);
SettingsTab = CreateWidget(GetWorld(), SettingsTabWidgetClass);
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h
index e602b6bf..04b87c77 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h
+++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h
@@ -21,25 +21,23 @@ UCLASS()
class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharacter
{
GENERATED_BODY()
-// ------------------- ATTRIBUTES ------------------------------
+ // ------------------- ATTRIBUTES ------------------------------
// Money Used for Buying things
int Money = 0;
- // Favours used for making bounties easier
- int Favours = 0;
-
+
// Array of Main Bounties' Classes in Order
UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter")
TArray> MainBountyClasses;
-
+
// Reference to the Currently Active Main Bounty
UPROPERTY()
AMainBountyClass* CurrentMainBounty;
// Index of Currently Active Main Bounty, Used for MainBountyClasses
int CurrentMainBountyIndex = 0;
-
+
// References to Currently Active Side Bounties
TArray CurrentSideBounties;
@@ -50,28 +48,28 @@ class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharac
// Used to Check if all Main Bounties have been completed by the Bounties Tab
bool CompletedMainBounties = false;
-protected:
-
+protected:
+
public:
+ // Favours used for making bounties easier
+ int Favours = 999;
-
-
-// ------------------- METHODS ---------------------------------
+ // ------------------- METHODS ---------------------------------
private:
// Spawns Current Main Bounty and spawns its appropriate CP's based on level
void SpawnMainBounty(UEVGameInstance* GI);
// Spawns Side Bounties from save system
void SpawnSideBounties(UEVGameInstance* GI);
-
+
// Collects Reward for Current Main Bounty and Increments the Main Bounty Index
void CompleteCurrentMainBounty(UEVGameInstance* GI);
// Collects Reward for Completing a Side Bounty
UFUNCTION()
void CompletedASideBounty(int CompletedSideBountiesUID);
-
+
// Replaces Normal Bounty Info UI with Unique Game Over UI
void AllBountiesCompleted()
{
@@ -89,7 +87,7 @@ protected:
// Overridden to Setup up Pause Menu Inputs
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
-
+
// Called When Actor destroyed or Removed from Level
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
@@ -103,7 +101,7 @@ protected:
UFUNCTION(BlueprintImplementableEvent)
void OpenWorldTips();
-
+
public:
// Used by Final Checkpoint to always load the Level set as the Open Level in here
FString GetOpenWorldLevelName()
@@ -144,11 +142,8 @@ public:
}
-
-
-
-// ------------------- Pause Menu ---------------------------------
-private:
+ // ------------------- Pause Menu ---------------------------------
+private:
// Input Action for Opening and Closing Pause Menu
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* PauseMenuAction;
@@ -159,7 +154,7 @@ private:
// Reference to Pause Menu Widget
UPauseMenuClass* PauseMenu;
-
+
// Widget Class used to Spawn Bounties Tab Widget
UPROPERTY(EditDefaultsOnly, Category = "Pause Menu")
TSubclassOf BountyTabWidgetClass;
@@ -175,7 +170,7 @@ private:
// Widget Class used to Spawn Bounties Tab Widget
UPROPERTY(EditDefaultsOnly, Category = "Pause Menu")
TSubclassOf GameOverBountyTabWidgetClass;
-
+
// Reference to Bounty Tab Widget
UPROPERTY()
UBountiesTab* BountiesTab;
@@ -213,10 +208,10 @@ private:
UQuitTab* QuitTab;
// Creates and Stores References to each Pause Menu Tab on Begin Play
- void CreatePauseMenuTabs();
+ void CreatePauseMenuTabs();
// Open or Close the Pause Menu, Defaults to Opening Bounty Tab
- void TogglePauseMenu();
+ void TogglePauseMenu();
// Opens Bounties Tab
UFUNCTION()
@@ -252,7 +247,7 @@ private:
{
PauseMenu->OpenNewTab(QuitTab);
}
-
+
FBountyTabInfo BountyTabInfo;
FMainBountyStruct MainBountyStruct;
@@ -264,7 +259,7 @@ private:
if (!IsValid(BountiesTab)) return;
BountyTabInfo.MainBountyStruct = MainBountyStruct;
BountyTabInfo.SideBountyStructs = SideBountyStructs;
-
+
BountiesTab->UpdateBountyTab(BountyTabInfo);
}
@@ -273,7 +268,7 @@ private:
void DeActivateAllBounties()
{
- if (IsValid(CurrentMainBounty)) CurrentMainBounty->DeActivateFirstCheckpoint();
+ if (IsValid(CurrentMainBounty)) CurrentMainBounty->DeActivateFirstCheckpoint();
for (auto SideBounty : CurrentSideBounties)
{
SideBounty->DeActivateFirstCheckpoint();
@@ -285,7 +280,7 @@ private:
{
DeActivateAllBounties();
CurrentMainBounty->ActivateFirstCheckpoint();
- DisplayCheckpointTip(CurrentMainBounty->GetOpenWorldCheckpointTip());
+ //DisplayCheckpointTip(CurrentMainBounty->GetOpenWorldCheckpointTip());
}
UFUNCTION()
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacter.cpp
deleted file mode 100644
index 2f688de5..00000000
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacter.cpp
+++ /dev/null
@@ -1,49 +0,0 @@
-// Fill out your copyright notice in the Description page of Project Settings.
-
-
-#include "MyVICharacter.h"
-#include "GAS/VIAbilitySystemComponent.h"
-#include "Pawn/VIPawnVaultComponent.h"
-#include "MotionWarpingComponent.h"
-
-
-AMyVICharacter::AMyVICharacter(const FObjectInitializer& OI)
- : Super(OI)
-{
- VaultComponent = CreateDefaultSubobject(TEXT("PawnVaulting"));
- MotionWarpingComponent = CreateDefaultSubobject(TEXT("MotionWarping"));
-}
-
-void AMyVICharacter::BeginPlay()
-{
- Super::BeginPlay();
-
- // Init simulated proxy
- if (AbilitySystem && GetLocalRole() == ROLE_SimulatedProxy)
- {
- // Will never have a valid controller
- AbilitySystem->InitAbilityActorInfo(this, this);
- }
-}
-
-void AMyVICharacter::PossessedBy(AController* NewController)
-{
- Super::PossessedBy(NewController);
-
- // Init authority/standalone
- if (AbilitySystem)
- {
- AbilitySystem->InitAbilityActorInfo(this, this);
- }
-}
-
-void AMyVICharacter::OnRep_Controller()
-{
- Super::OnRep_Controller();
-
- // Init local client
- if (AbilitySystem)
- {
- AbilitySystem->InitAbilityActorInfo(this, this);
- }
-}
\ No newline at end of file
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacter.h b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacter.h
deleted file mode 100644
index 11dd1a29..00000000
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacter.h
+++ /dev/null
@@ -1,35 +0,0 @@
-// Fill out your copyright notice in the Description page of Project Settings.
-
-#pragma once
-
-#include "CoreMinimal.h"
-#include "MyVICharacterAbilityBase.h"
-#include "MyVICharacter.generated.h"
-
-/**
- *
- */
-UCLASS()
-class ENDLESSVENDETTA_API AMyVICharacter : public AMyVICharacterAbilityBase
-{
- GENERATED_BODY()
-
-public:
- UPROPERTY(EditDefaultsOnly, Category = Vault)
- FVIAnimSet VaultAnimSet;
-
- UPROPERTY(EditDefaultsOnly, Category = Vault)
- FVITraceSettings VaultTraceSettings;
-
- AMyVICharacter(const FObjectInitializer& OI);
-
- virtual void BeginPlay() override;
- virtual void PossessedBy(AController* NewController) override;
- virtual void OnRep_Controller() override;
-
- virtual UVIPawnVaultComponent* GetPawnVaultComponent_Implementation() const override { return VaultComponent; }
- virtual UMotionWarpingComponent* GetMotionWarpingComponent_Implementation() const override { return MotionWarpingComponent; }
-
- virtual FVIAnimSet GetVaultAnimSet_Implementation() const override { return VaultAnimSet; }
- virtual FVITraceSettings GetVaultTraceSettings_Implementation() const override { return VaultTraceSettings; }
-};
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterAbilityBase.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterAbilityBase.cpp
deleted file mode 100644
index c8da0950..00000000
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterAbilityBase.cpp
+++ /dev/null
@@ -1,30 +0,0 @@
-// Copyright (c) 2019-2022 Drowning Dragons Limited. All Rights Reserved.
-
-#include "MyVICharacterAbilityBase.h"
-#include "GAS/VIAbilitySystemComponent.h"
-
-AMyVICharacterAbilityBase::AMyVICharacterAbilityBase(const FObjectInitializer& OI)
-// : Super(OI)
-{
- AbilitySystem = CreateDefaultSubobject(TEXT("AbilitySystem"));
- AbilitySystem->SetIsReplicated(true);
- AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
- AbilitySystemReplicationMode = (EVIGameplayEffectReplicationMode)(uint8)AbilitySystem->ReplicationMode;
-}
-
-#if WITH_EDITOR
-void AMyVICharacterAbilityBase::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
-{
- Super::PostEditChangeProperty(PropertyChangedEvent);
-
- if (PropertyChangedEvent.GetPropertyName().IsEqual(GET_MEMBER_NAME_CHECKED(AMyVICharacterAbilityBase, AbilitySystemReplicationMode)))
- {
- AbilitySystem->SetReplicationMode((EGameplayEffectReplicationMode)(uint8)AbilitySystemReplicationMode);
- }
-}
-#endif // WITH_EDITOR
-
-UAbilitySystemComponent* AMyVICharacterAbilityBase::GetAbilitySystemComponent() const
-{
- return AbilitySystem;
-}
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterAbilityBase.h b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterAbilityBase.h
deleted file mode 100644
index 50e7e3d4..00000000
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterAbilityBase.h
+++ /dev/null
@@ -1,54 +0,0 @@
-// Copyright (c) 2019-2022 Drowning Dragons Limited. All Rights Reserved.
-
-#pragma once
-
-#include "CoreMinimal.h"
-#include "AbilitySystemInterface.h"
-#include "MyVICharacterBase.h"
-#include "MyVICharacterAbilityBase.generated.h"
-
-class UVIAbilitySystemComponent;
-
-/**
- * Adds a UVIAbilitySystemComponent to your character base
- * Allows switching replication mode in Blueprint for the sake of AI using Minimal instead of Mixed
- */
-UCLASS()
-class ENDLESSVENDETTA_API AMyVICharacterAbilityBase : public AMyVICharacterBase, public IAbilitySystemInterface
-{
- GENERATED_BODY()
-
-public:
- UPROPERTY(BlueprintReadOnly, Category = Abilities)
- UVIAbilitySystemComponent* AbilitySystem;
-
-protected:
- /**
- * Used by blueprints to allow changing replication mode which is usually
- * only accessible via C++
- *
- * Recommended as follows:
- * For player characters use Mixed
- * For AI characters use Minimal
- */
- UPROPERTY(EditDefaultsOnly, Category = Abilities)
- EVIGameplayEffectReplicationMode AbilitySystemReplicationMode;
-
-public:
- AMyVICharacterAbilityBase(const FObjectInitializer& OI);
-
-#if WITH_EDITOR
- virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
-#endif // WITH_EDITOR
-
-protected:
- // *********************************************** //
- // ******** Begin IAbilitySystemInterface ******** //
- // *********************************************** //
-
- virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
-
- // *********************************************** //
- // ********* End IAbilitySystemInterface ********* //
- // *********************************************** //
-};
\ No newline at end of file
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.cpp
deleted file mode 100644
index 90cd1fe1..00000000
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.cpp
+++ /dev/null
@@ -1,322 +0,0 @@
-// Copyright (c) 2019-2022 Drowning Dragons Limited. All Rights Reserved.
-
-#include "EndlessVendetta/Characters/MyVICharacterBase.h"
-#include "Pawn/VICharacterBase.h"
-#include "Net/UnrealNetwork.h"
-#include "GameFramework/CharacterMovementComponent.h"
-#include "Pawn/VIPawnVaultComponent.h"
-#include "MotionWarpingComponent.h"
-#include "VIBlueprintFunctionLibrary.h"
-
-void AMyVICharacterBase::BeginPlay()
-{
- Super::BeginPlay();
-
- VaultComponent = IVIPawnInterface::Execute_GetPawnVaultComponent(this);
- MotionWarpingComponent = IVIPawnInterface::Execute_GetMotionWarpingComponent(this);
-}
-
-void AMyVICharacterBase::CheckJumpInput(float DeltaTime)
-{
- const bool bIsVaulting = IsVaulting();
-
- // Server update simulated proxies with correct vaulting state
- if (GetLocalRole() == ROLE_Authority && GetNetMode() != NM_Standalone)
- {
- bRepIsVaulting = bIsVaulting;
- }
-
- // Try to vault from local input
- if (IsLocallyControlled() && VaultComponent)
- {
- // Disable jump if vaulting
- if (VaultComponent->bPressedVault)
- {
- bPressedJump = false;
- }
-
- // Possibly execute vault
- if (GetCharacterMovement())
- {
- VaultComponent->CheckVaultInput(DeltaTime, GetCharacterMovement()->MovementMode);
- }
- else
- {
- VaultComponent->CheckVaultInput(DeltaTime);
- }
- }
-
- // Pick up changes in vaulting state to change movement mode
- // to something other than flying (required for root motion on Z)
- if (bWasVaulting && !bIsVaulting)
- {
- StopVaultAbility();
- }
-
- // Call super so we actually jump if we're meant to
- Super::CheckJumpInput(DeltaTime);
-
- // Cache end of frame
- bWasVaulting = bIsVaulting;
-}
-
-void AMyVICharacterBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const
-{
- Super::GetLifetimeReplicatedProps(OutLifetimeProps);
-
- DOREPLIFETIME_CONDITION(AMyVICharacterBase, bRepIsVaulting, COND_SimulatedOnly);
- DOREPLIFETIME_CONDITION(AMyVICharacterBase, RepMotionMatch, COND_SimulatedOnly);
-}
-
-void AMyVICharacterBase::Jump()
-{
- // If missing critical components then jump and exit
- if (!VaultComponent || !GetCharacterMovement())
- {
- UE_LOG(LogTemp, Warning, TEXT("no vault comp or character movement"));
- Super::Jump();
- return;
- }
-
- // Either jump or vault, determined by VaultComponent::EVIJumpKeyPriority
- if (VaultComponent->Jump(GetCharacterMovement()->GetGravityZ(), CanJump(), GetCharacterMovement()->IsFalling()))
- {
- UE_LOG(LogTemp, Warning, TEXT("gravity Z: %f"), GetCharacterMovement()->GetGravityZ());
- // Jump normally
- Super::Jump();
- }
- else
- {
- UE_LOG(LogTemp, Warning, TEXT("try to vault"));
- // Jump key essentially presses the vault input
- VaultComponent->Vault();
- }
-}
-
-void AMyVICharacterBase::StopJumping()
-{
- Super::StopJumping();
-
- // Release vault input if the jump key pressed vault instead
- if (VaultComponent)
- {
- VaultComponent->StopJumping();
- }
-}
-
-void AMyVICharacterBase::StartVaultAbility_Implementation()
-{
- // Called by GA_Vault
- // Need to be in flying mode to have root motion on Z axis
- if (GetCharacterMovement() && GetLocalRole() > ROLE_SimulatedProxy)
- {
- GetCharacterMovement()->SetMovementMode(MOVE_Flying);
- }
-}
-
-void AMyVICharacterBase::StopVaultAbility()
-{
- // Called by CheckJumpInput()
- // Exiting flying mode
- // This may put is straight into falling if we aren't properly grounded, which is fine
- if (GetCharacterMovement() && GetLocalRole() > ROLE_SimulatedProxy)
- {
- GetCharacterMovement()->SetMovementMode(GetCharacterMovement()->GetGroundMovementMode());
- }
-
- OnStopVaultAbility();
-}
-
-void AMyVICharacterBase::OnRep_MotionMatch()
-{
- // Simulated proxies update their sync points here, sent from the server during GA_Vault
- MotionWarpingComponent->AddOrUpdateWarpTargetFromLocationAndRotation(TEXT("VaultSyncPoint"), RepMotionMatch.Location, RepMotionMatch.Direction.Rotation());
-}
-
-bool AMyVICharacterBase::IsVaulting() const
-{
- // Simulated proxies use the value provided by server
- if (GetLocalRole() == ROLE_SimulatedProxy)
- {
- return bRepIsVaulting;
- }
-
- // Local and authority uses gameplay tags for a predicted result
- if (VaultComponent)
- {
- return VaultComponent->IsVaulting();
- }
-
- return false;
-}
-
-// *********************************************** //
-// ******** Begin Pawn Vaulting Interface ******** //
-// *********************************************** //
-
-UVIPawnVaultComponent* AMyVICharacterBase::GetPawnVaultComponent_Implementation() const
-{
- // You need to override this
- UVIBlueprintFunctionLibrary::MessageLogError(FString::Printf(TEXT("AVICharacterBase::GetPawnVaultComponent not implemented for { %s }. Cannot Vault."), *GetName()));
- return nullptr;
-}
-
-UMotionWarpingComponent* AMyVICharacterBase::GetMotionWarpingComponent_Implementation() const
-{
- // You need to override this
- UVIBlueprintFunctionLibrary::MessageLogError(FString::Printf(TEXT("AVICharacterBase::GetMotionWarpingComponent not implemented for { %s }. Cannot Vault."), *GetName()));
- return nullptr;
-}
-
-FVIAnimSet AMyVICharacterBase::GetVaultAnimSet_Implementation() const
-{
- // You need to override this
- UVIBlueprintFunctionLibrary::MessageLogError(FString::Printf(TEXT("AVICharacterBase::GetVaultAnimSet not implemented for { %s }. Cannot Vault."), *GetName()));
- return FVIAnimSet();
-}
-
-FVITraceSettings AMyVICharacterBase::GetVaultTraceSettings_Implementation() const
-{
- // You need to override this
- UVIBlueprintFunctionLibrary::MessageLogError(FString::Printf(TEXT("AVICharacterBase::GetVaultTraceSettings not implemented for { %s }. Using default trace settings."), *GetName()), false);
- return FVITraceSettings();
-}
-
-FVector AMyVICharacterBase::GetVaultDirection_Implementation() const
-{
- // Use input vector if available
- if (GetCharacterMovement() && !GetCharacterMovement()->GetCurrentAcceleration().IsNearlyZero())
- {
- return GetCharacterMovement()->GetCurrentAcceleration();
- }
-
- // Use character facing direction if not providing input
- return GetActorForwardVector();
-}
-
-bool AMyVICharacterBase::CanVault_Implementation() const
-{
- // Vaulting must finish before starting another vault attempt
- if (IsVaulting())
- {
- UE_LOG(LogTemp, Warning, TEXT("is already vaulting"));
- return false;
- }
-
- // Invalid components
- if (!VaultComponent || !GetCharacterMovement())
- {
- UE_LOG(LogTemp, Warning, TEXT("invalid componets for vaulting"));
- return false;
- }
-
- // Animation instance is required to play vault montage
- if (!GetMesh() || !GetMesh()->GetAnimInstance())
- {
- UE_LOG(LogTemp, Warning, TEXT("Animation instance is required to play vault montage"));
- return false;
- }
-
- // Authority not initialized (this isn't set on clients)
- if (HasAuthority() && !VaultComponent->bVaultAbilityInitialized)
- {
- UE_LOG(LogTemp, Warning, TEXT("Authority not initialized (this isn't set on clients), hence cant vault"));
- return false;
- }
-
- // Exit if character is in a state they cannot vault from
- if (GetCharacterMovement()->IsMovingOnGround() || GetCharacterMovement()->IsFalling() || GetCharacterMovement()->IsSwimming())
- {
- if (GetCharacterMovement()->IsMovingOnGround() && !VaultComponent->bCanVaultFromGround)
- {
- UE_LOG(LogTemp, Warning, TEXT("cant vault cuz on the ground and cant vault from ground"));
- return false;
- }
-
- if (GetCharacterMovement()->IsFalling() && !VaultComponent->bCanVaultFromFalling)
- {
- UE_LOG(LogTemp, Warning, TEXT("cant vault cuz is falling and cant vault from falling"));
- return false;
- }
-
- if (GetCharacterMovement()->IsSwimming() && !VaultComponent->bCanVaultFromSwimming)
- {
- UE_LOG(LogTemp, Warning, TEXT("cant vault from swimming"));
- return false;
- }
- }
- else
- {
- UE_LOG(LogTemp, Warning, TEXT("cant vault cuz isnt either swimming, walking on the ground or falling"));
- return false;
- }
-
- // Can't vault while crouching
- if (!VaultComponent->bCanVaultFromCrouching && GetCharacterMovement()->IsCrouching())
- {
- UE_LOG(LogTemp, Warning, TEXT("cant vault cuz is crouching"));
- return false;
- }
-
- UE_LOG(LogTemp, Warning, TEXT("actually can vault"));
- // Passed all conditions
- return true;
-}
-
-void AMyVICharacterBase::OnLocalPlayerVault_Implementation(const FVector& Location, const FVector& Direction)
-{
- // LocalPlayer just stores the data in the same place for convenience, ease of use, memory reduction, etc
- RepMotionMatch = FVIRepMotionMatch(Location, Direction);
-}
-
-void AMyVICharacterBase::GetVaultLocationAndDirection_Implementation(FVector& OutLocation, FVector& OutDirection) const
-{
- // Because LocalPlayer stores in the same place, no need for any testing as they all use RepMotionMatch to store this
-
- // This is only currently used for FBIK tracing
- OutLocation = RepMotionMatch.Location;
- OutDirection = RepMotionMatch.Direction;
-}
-
-void AMyVICharacterBase::ReplicateMotionMatch_Implementation(const FVIRepMotionMatch& MotionMatch)
-{
- // GA_Vault has directed server to update it's RepMotionMatch property so that it will
- // be replicated to simulated proxies with 1 decimal point of precision (net quantization)
- RepMotionMatch = MotionMatch;
-}
-
-bool AMyVICharacterBase::IsWalkable_Implementation(const FHitResult& HitResult) const
-{
- // Surface we hit can be walked on or not
- return GetCharacterMovement() && GetCharacterMovement()->IsWalkable(HitResult);
-}
-
-bool AMyVICharacterBase::CanAutoVaultInCustomMovementMode_Implementation() const
-{
- return true;
-
- // Example usage commented out
-
- /*
-
- if (GetCharacterMovement())
- {
- switch (GetCharacterMovement()->CustomMovementMode)
- {
- case 0:
- return false;
- case 1: // Some example custom mode where auto vault can work
- return true;
- case 2:
- return false;
- default:
- return true;
- }
- }
-
- */
-}
-
-// *********************************************** //
-// ********* End Pawn Vaulting Interface ********* //
-// *********************************************** //
\ No newline at end of file
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.h b/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.h
deleted file mode 100644
index cd560d41..00000000
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/MyVICharacterBase.h
+++ /dev/null
@@ -1,119 +0,0 @@
-// Copyright (c) 2019-2022 Drowning Dragons Limited. All Rights Reserved.
-
-#pragma once
-
-#include "CoreMinimal.h"
-#include "BountyHunterCharacter.h"
-#include "EndlessVendetta/EndlessVendettaCharacter.h"
-#include "VITypes.h"
-#include "Pawn/VIPawnInterface.h"
-#include "MyVICharacterBase.generated.h"
-
-class UMotionWarpingComponent;
-class UVIPawnVaultComponent;
-
-/**
- * An incomplete character base class
- * Needs to inherit from IAbilitySystemInterface and implement a UVIAbilitySystemComponent
- * @see: AVICharacterAbilityBase where this is done for you
- *
- * Requires multiple overrides which will cause errors if not correctly performed
- */
-UCLASS(abstract)
-class ENDLESSVENDETTA_API AMyVICharacterBase : public ACharacter, public IVIPawnInterface
-{
- GENERATED_BODY()
-
-public:
- /**
- * Motion Warping Component used for vaulting
- */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Character)
- UMotionWarpingComponent* MotionWarpingComponent;
-
- /**
- * Pawn Vault Component used for core vaulting logic
- *
- * This is added in Blueprint and must be returned via
- * the IVIPawnInterface::GetPawnVaultComponent function
- */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Character)
- UVIPawnVaultComponent* VaultComponent;
-
-protected:
- /** Simulated proxies use this to update their vaulting state based on server values */
- UPROPERTY(Replicated, BlueprintReadWrite, Category = Vault)
- bool bRepIsVaulting;
-
- /** Used to detect changes in vaulting state and call StopVaultAbility() */
- UPROPERTY()
- bool bWasVaulting;
-
- /**
- * Simulated proxies use this to reproduce motion matching results provided
- * by server in the GA_Vault gameplay ability
- *
- * Local players use this as a cache for FBIK testing (returned via GetVaultLocationAndDirection)
- *
- * Net Serialized to one decimal point of precision
- */
- UPROPERTY(ReplicatedUsing="OnRep_MotionMatch", BlueprintReadWrite, Category = Vault)
- FVIRepMotionMatch RepMotionMatch;
-
-public:
- virtual void BeginPlay() override;
-
- virtual void CheckJumpInput(float DeltaTime) override;
-
- virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override;
-
-public:
- virtual void Jump() override;
- virtual void StopJumping() override;
-
- /** Called from gameplay ability when vault stops */
- UFUNCTION(BlueprintCallable, Category = Vault)
- void StopVaultAbility();
-
- UFUNCTION(BlueprintImplementableEvent, Category = Vault)
- void OnStopVaultAbility();
-
-protected:
- UFUNCTION()
- void OnRep_MotionMatch();
-
-public:
- /**
- * @return True if vaulting
- * Correct value must be returned based on net role here
- * Simulated proxies return bRepIsVaulting
- * Server & Authority must return CMC bIsVaulting
- */
- UFUNCTION(BlueprintPure, Category = Vault)
- virtual bool IsVaulting() const;
-
- // *********************************************** //
- // *********** Begin IVIPawnInterface ************ //
- // *********************************************** //
-
- // Read VIPawnInterface.h for detailed descriptions of these functions or look
- // inside their functions themselves
-
- virtual UVIPawnVaultComponent* GetPawnVaultComponent_Implementation() const override;
- virtual UMotionWarpingComponent* GetMotionWarpingComponent_Implementation() const override;
- virtual USkeletalMeshComponent* GetMeshForVaultMontage_Implementation() const override { return GetMesh(); }
- virtual FVIAnimSet GetVaultAnimSet_Implementation() const override;
- virtual FVITraceSettings GetVaultTraceSettings_Implementation() const override;
- virtual FVector GetVaultDirection_Implementation() const override;
- virtual bool CanVault_Implementation() const override;
- virtual void StartVaultAbility_Implementation() override;
- virtual void OnLocalPlayerVault_Implementation(const FVector& Location, const FVector& Direction) override;
- virtual void GetVaultLocationAndDirection_Implementation(FVector& OutLocation, FVector& OutDirection) const override;
- virtual void ReplicateMotionMatch_Implementation(const FVIRepMotionMatch& MotionMatch) override;
- virtual bool IsWalkable_Implementation(const FHitResult& HitResult) const override;
- virtual bool CanAutoVaultInCustomMovementMode_Implementation() const override;
-
- // *********************************************** //
- // ************* End IVIPawnInterface ************ //
- // *********************************************** //
-};
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_Dialogue.h b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_Dialogue.h
index 80681856..0671f4b2 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_Dialogue.h
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_Dialogue.h
@@ -20,7 +20,7 @@ class ENDLESSVENDETTA_API UAC_Dialogue : public UActorComponent
public:
void Interact() const;
- UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Dialogue")
+ UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Dialogue")
UDialogueTree* DialogueTree;
};
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.cpp b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.cpp
index 40096b70..2a9c3b09 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.cpp
@@ -3,6 +3,7 @@
#include "AC_PlayerDialogueInterpreter.h"
+#include "DialogueAddItemNode.h"
#include "EndlessVendetta/EndlessVendettaCharacter.h"
@@ -68,25 +69,68 @@ void UAC_PlayerDialogueInterpreter::StartDialogue(UDialogueTree* DialogueTree)
void UAC_PlayerDialogueInterpreter::NextDialogue()
{
- if (!IsValid(CurrentTextNode)) return;
if (IsValid(CurrentChoiceNode)) return;
- if (CurrentTextNode->ChildrenNodes.Num() == 0)
+ if (IsValid(CurrentTextNode))
{
- EndDialogue();
- return;
+ if (CurrentTextNode->ChildrenNodes.Num() == 0)
+ {
+ EndDialogue();
+ return;
+ }
+ if (Cast(CurrentTextNode->ChildrenNodes[0]))
+ {
+ CurrentChoiceNode = Cast(CurrentTextNode->ChildrenNodes[0]);
+ OnChoiceDialogue.Broadcast(CurrentChoiceNode);
+ CurrentTextNode = nullptr;
+ CurrentAddItemNode = nullptr;
+ }
+ else if (Cast(CurrentTextNode->ChildrenNodes[0]))
+ {
+ CurrentTextNode = Cast(CurrentTextNode->ChildrenNodes[0]);
+ CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
+ OnNextDialogue.Broadcast(CurrentTextNode);
+ CurrentChoiceNode = nullptr;
+ CurrentAddItemNode = nullptr;
+ }
+ else if (Cast(CurrentTextNode->ChildrenNodes[0]))
+ {
+ CurrentAddItemNode = Cast(CurrentTextNode->ChildrenNodes[0]);
+ CurrentAddItemNode->AddItemsToInventory(GetWorld());
+ CurrentTextNode = nullptr;
+ CurrentChoiceNode = nullptr;
+ NextDialogue();
+ }
}
- if (Cast(CurrentTextNode->ChildrenNodes[0]))
+ else if (IsValid(CurrentAddItemNode))
{
- CurrentChoiceNode = Cast(CurrentTextNode->ChildrenNodes[0]);
- OnChoiceDialogue.Broadcast(CurrentChoiceNode);
- CurrentTextNode = nullptr;
- }
- else
- {
- CurrentTextNode = Cast(CurrentTextNode->ChildrenNodes[0]);
- CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
- OnNextDialogue.Broadcast(CurrentTextNode);
- CurrentChoiceNode = nullptr;
+ if (CurrentAddItemNode->ChildrenNodes.Num() == 0)
+ {
+ EndDialogue();
+ return;
+ }
+ if (Cast(CurrentAddItemNode->ChildrenNodes[0]))
+ {
+ CurrentChoiceNode = Cast(CurrentAddItemNode->ChildrenNodes[0]);
+ OnChoiceDialogue.Broadcast(CurrentChoiceNode);
+ CurrentTextNode = nullptr;
+ CurrentAddItemNode = nullptr;
+ }
+ else if (Cast(CurrentAddItemNode->ChildrenNodes[0]))
+ {
+ CurrentTextNode = Cast(CurrentAddItemNode->ChildrenNodes[0]);
+ CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
+ OnNextDialogue.Broadcast(CurrentTextNode);
+ CurrentChoiceNode = nullptr;
+ CurrentAddItemNode = nullptr;
+ }
+ else if (Cast(CurrentAddItemNode->ChildrenNodes[0]))
+ {
+ CurrentAddItemNode = Cast(CurrentAddItemNode->ChildrenNodes[0]);
+ CurrentAddItemNode->AddItemsToInventory(GetWorld());
+ CurrentTextNode = nullptr;
+ CurrentChoiceNode = nullptr;
+ NextDialogue();
+ }
}
}
@@ -99,21 +143,29 @@ void UAC_PlayerDialogueInterpreter::MakeChoiceDialogue(const int Choice)
OnChoiceDialogue.Broadcast(CurrentChoiceNode);
CurrentTextNode = nullptr;
}
- else
+ else if (Cast(CurrentChoiceNode->ChildrenNodes[Choice]))
{
CurrentTextNode = Cast(CurrentChoiceNode->ChildrenNodes[Choice]);
CurrentCharacterSpeaking = *GetCharacterSpeakingFromEnum(CurrentTextNode->DialogueCharacterSpeaking);
OnNextDialogue.Broadcast(CurrentTextNode);
CurrentChoiceNode = nullptr;
}
+ else if (Cast(CurrentChoiceNode->ChildrenNodes[Choice]))
+ {
+ CurrentAddItemNode = Cast(CurrentChoiceNode->ChildrenNodes[Choice]);
+ CurrentAddItemNode->AddItemsToInventory(GetWorld());
+ CurrentChoiceNode = nullptr;
+ }
}
void UAC_PlayerDialogueInterpreter::EndDialogue()
{
+ if (IsValid(CurrentTextNode)) OnEndDialogue.Broadcast(CurrentTextNode->Text);
+ else OnEndDialogue.Broadcast(FText());
CurrentChoiceNode = nullptr;
CurrentTextNode = nullptr;
+ CurrentAddItemNode = nullptr;
CurrentCharacterSpeaking = FDialogueCharacter();
- OnEndDialogue.Broadcast();
if (APlayerController* PlayerController = GetWorld()->GetFirstPlayerController())
{
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.h b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.h
index 4da84a18..76843f7f 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.h
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/AC_PlayerDialogueInterpreter.h
@@ -3,6 +3,7 @@
#pragma once
#include "CoreMinimal.h"
+#include "DialogueAddItemNode.h"
#include "DialogueChoiceNode.h"
#include "DialogueTextNode.h"
#include "Components/ActorComponent.h"
@@ -24,7 +25,7 @@ public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnChoiceDialogue, UDialogueChoiceNode*, ChoiceNode);
- DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnEndDialogue);
+ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnEndDialogue, FText, FinalText);
UPROPERTY(BlueprintAssignable, Category = "Dialogue")
FOnStartDialogue OnStartDialogue;
@@ -49,6 +50,8 @@ private:
UDialogueTextNode* CurrentTextNode;
UPROPERTY()
UDialogueChoiceNode* CurrentChoiceNode;
+ UPROPERTY()
+ UDialogueAddItemNode* CurrentAddItemNode;
FDialogueCharacter* GetCharacterSpeakingFromEnum(ECharacterSpeaking CharacterSpeakingEnum) const;
public:
@@ -63,4 +66,7 @@ public:
void MakeChoiceDialogue(int Choice);
UFUNCTION(BlueprintCallable, Category = "Dialogue")
void EndDialogue();
+
+ UFUNCTION(BlueprintCallable, Category = "Dialogue")
+ UWorld* GetWorldContext() const { return GetWorld(); }
};
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.cpp b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.cpp
index 8adadbb7..e8997ad4 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.cpp
@@ -1,5 +1,6 @@
#include "DialogueAddItemNode.h"
#include "DialogueTree.h"
+#include "EndlessVendetta/Inventory/InventoryComponent.h"
#define LOCTEXT_NAMESPACE "UDialogueTextNode"
@@ -12,16 +13,25 @@ UDialogueAddItemNode::UDialogueAddItemNode()
#endif
}
+void UDialogueAddItemNode::AddItemsToInventory(UWorld* World)
+{
+ UInventoryComponent* InventoryComponent = Cast(World->GetFirstPlayerController()->GetPawn()->GetComponentByClass(UInventoryComponent::StaticClass()));
+ if (InventoryComponent == nullptr) return;
+ for (TSubclassOf ItemToAdd : ItemsToAdd)
+ {
+ InventoryComponent->AddItem(NewObject(World, ItemToAdd));
+ }
+}
+
#if WITH_EDITOR
FText UDialogueAddItemNode::GetNodeTitle() const
{
- return Bruh;
+ return FText::FromString("Add Item Node");
}
void UDialogueAddItemNode::SetNodeTitle(const FText& NewTitle)
{
- Bruh = NewTitle;
}
FLinearColor UDialogueAddItemNode::GetBackgroundColor() const
@@ -31,7 +41,7 @@ FLinearColor UDialogueAddItemNode::GetBackgroundColor() const
if (DialogueTree == nullptr)
return Super::GetBackgroundColor();
- return FLinearColor::Black;
+ return FLinearColor::Transparent;
}
#endif
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.h b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.h
index b52856e6..6bd080d5 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.h
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueAddItemNode.h
@@ -2,17 +2,22 @@
#include "CoreMinimal.h"
#include "GenericGraphNode.h"
+#include "EndlessVendetta/Inventory/BaseItem.h"
#include "DialogueAddItemNode.generated.h"
UCLASS(Blueprintable)
class UDialogueAddItemNode : public UGenericGraphNode
{
GENERATED_BODY()
+
public:
UDialogueAddItemNode();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Dialogue")
- FText Bruh;
+ TArray> ItemsToAdd;
+
+ UFUNCTION(BlueprintCallable, Category = "Dialogue")
+ void AddItemsToInventory(UWorld* World);
#if WITH_EDITOR
virtual FText GetNodeTitle() const override;
@@ -21,4 +26,4 @@ public:
virtual FLinearColor GetBackgroundColor() const override;
#endif
-};
\ No newline at end of file
+};
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.cpp b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.cpp
index 00c3b94f..a833f47a 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.cpp
@@ -1,7 +1,12 @@
#include "DialogueChoiceNode.h"
#include "DialogueEdge.h"
+#include "DialogueTextNode.h"
#include "DialogueTree.h"
+#include "EndlessVendetta/EVGameInstance.h"
+#include "EndlessVendetta/Characters/BountyHunterCharacter.h"
+#include "EndlessVendetta/Inventory/InventoryComponent.h"
+
#define LOCTEXT_NAMESPACE "UDialogueChoiceNode"
@@ -14,6 +19,53 @@ UDialogueChoiceNode::UDialogueChoiceNode()
#endif
}
+bool UDialogueChoiceNode::ChoiceRequirementsMet(const int ChoiceID, UWorld* World) const
+{
+ if (ChoiceID < 0 || ChoiceID >= Choices.Num()) return false;
+ if (ChildrenNodes.Num() == 0) return false;
+ if (!Cast(ChildrenNodes[ChoiceID])) return false;
+ const UEVGameInstance* GameInstance = Cast(World->GetGameInstance());
+ const UInventoryComponent* InventoryComponent = Cast(World->GetFirstPlayerController()->GetPawn()->GetComponentByClass(UInventoryComponent::StaticClass()));
+ const ABountyHunterCharacter* PlayerCharacter = Cast(World->GetFirstPlayerController()->GetPawn());
+ UDialogueTextNode* TextNode = Cast(ChildrenNodes[ChoiceID]);
+ for (const EDialogueFlag Flag : TextNode->RequiredFlags)
+ {
+ if (!GameInstance->HasDialogueFlag(Flag)) return false;
+ }
+ for (const EItem Item : TextNode->RequiredItemsByEnumID)
+ {
+ if (!InventoryComponent->HasItemByEnumID(Item)) return false;
+ }
+ for (const int ItemID : TextNode->RequiredItemsByID)
+ {
+ if (!InventoryComponent->HasItemByItemID(ItemID)) return false;
+ }
+ if (TextNode->RequiredFavours > PlayerCharacter->Favours) return false;
+ for (const EDialogueFlag Flag : TextNode->LacksFlags)
+ {
+ if (GameInstance->HasDialogueFlag(Flag)) return false;
+ }
+ for (const EItem Item : TextNode->LacksItemsByEnumID)
+ {
+ if (!InventoryComponent->LacksItemByEnumID(Item)) return false;
+ }
+ for (const int ItemID : TextNode->LacksItemsByID)
+ {
+ if (!InventoryComponent->LacksItemByItemID(ItemID)) return false;
+ }
+ return true;
+}
+
+FString UDialogueChoiceNode::GetChoicePreText(const int ChoiceID) const
+{
+ if (ChoiceID < 0 || ChoiceID >= Choices.Num()) return "INVALID";
+ if (ChildrenNodes.Num() == 0) return "INVALID";
+ if (!Cast(ChildrenNodes[ChoiceID])) return "INVALID";
+ const UDialogueTextNode* TextNode = Cast(ChildrenNodes[ChoiceID]);
+ return TextNode->RequirementPreText.ToString();
+}
+
+
#if WITH_EDITOR
FText UDialogueChoiceNode::GetNodeTitle() const
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.h b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.h
index 9f38ede7..ec6a27f4 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.h
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueChoiceNode.h
@@ -15,6 +15,12 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Dialogue")
TArray Choices;
+ UFUNCTION(BlueprintCallable, Category = "Dialogue", meta = (WorldContext="WorldContextObject"))
+ bool ChoiceRequirementsMet(int ChoiceID, UWorld* World) const;
+
+ UFUNCTION(BlueprintCallable, Category = "Dialogue")
+ FString GetChoicePreText(int ChoiceID) const;
+
#if WITH_EDITOR
virtual FText GetNodeTitle() const override;
virtual FLinearColor GetBackgroundColor() const override;
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueFlagEnum.h b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueFlagEnum.h
new file mode 100644
index 00000000..9fb97eb5
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueFlagEnum.h
@@ -0,0 +1,16 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "DialogueFlagEnum.generated.h"
+
+/**
+ *
+ */
+
+UENUM(BlueprintType)
+enum class EDialogueFlag : uint8
+{
+ None UMETA(DisplayName = "None"),
+};
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTextNode.h b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTextNode.h
index 4eb9f33d..99d4bbef 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTextNode.h
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTextNode.h
@@ -1,8 +1,10 @@
#pragma once
#include "CoreMinimal.h"
+#include "DialogueFlagEnum.h"
#include "GenericGraphNode.h"
#include "DialogueTree.h"
+#include "EndlessVendetta/Inventory/ItemEnum.h"
#include "DialogueTextNode.generated.h"
UENUM(BlueprintType)
@@ -28,6 +30,24 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Dialogue")
ECharacterSpeaking DialogueCharacterSpeaking = ECharacterSpeaking::Character1;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ TArray RequiredFlags;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ TArray RequiredItemsByEnumID;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ TArray RequiredItemsByID;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ int RequiredFavours = 0;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ TArray LacksFlags;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ TArray LacksItemsByEnumID;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ TArray LacksItemsByID;
+
+ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Choice Requirement")
+ FText RequirementPreText = FText::FromString("None");
+
#if WITH_EDITOR
virtual FText GetNodeTitle() const override;
virtual void SetNodeTitle(const FText& NewTitle) override;
diff --git a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTree.cpp b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTree.cpp
index a74404f2..cd8bfa6e 100644
--- a/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTree.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/DialogueSystem/DialogueTree.cpp
@@ -9,7 +9,8 @@ UDialogueTree::UDialogueTree()
NodeType = UGenericGraphNode::StaticClass();
EdgeType = UDialogueEdge::StaticClass();
- // bCanBeCyclical = true;
+#if WITH_EDITORONLY_DATA
+ bCanBeCyclical = true;
Character1.CharacterName = "Character 1";
Character2.CharacterName = "Character 2";
@@ -22,6 +23,7 @@ UDialogueTree::UDialogueTree()
Character4.DialogueNodeBgColor = FLinearColor::Blue;
Name = "Dialogue Tree";
+#endif
}
#undef LOCTEXT_NAMESPACE
diff --git a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp
index 8a31fd61..84e05536 100644
--- a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp
@@ -8,7 +8,7 @@
void UEVGameInstance::CreateNewSaveGameInstance()
{
if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) UGameplayStatics::DeleteGameInSlot("MainSave", 0);
-
+
MainSaveGameInstanceRef = Cast(UGameplayStatics::CreateSaveGameObject(UMainSaveGameClass::StaticClass()));
MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 0;
MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = 0;
@@ -30,6 +30,21 @@ void UEVGameInstance::DeleteSaveGameFiles()
if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) UGameplayStatics::DeleteGameInSlot("MainSave", 0);
}
+void UEVGameInstance::AddDialogueFlag(const EDialogueFlag Flag)
+{
+ if (!HasDialogueFlag(Flag)) DialogueFlags.Add(Flag);
+}
+
+void UEVGameInstance::RemoveDialogueFlag(const EDialogueFlag Flag)
+{
+ if (HasDialogueFlag(Flag)) DialogueFlags.Remove(Flag);
+}
+
+bool UEVGameInstance::HasDialogueFlag(const EDialogueFlag Flag) const
+{
+ return DialogueFlags.Contains(Flag);
+}
+
void UEVGameInstance::OnStart()
{
Super::OnStart();
diff --git a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.h b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.h
index e568b835..e85c443b 100644
--- a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.h
+++ b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.h
@@ -6,6 +6,8 @@
#include "Engine/GameInstance.h"
#include "Http.h"
#include "MainSaveGameClass.h"
+#include "DialogueSystem/DialogueFlagEnum.h"
+#include "Inventory/BaseItem.h"
#include "EVGameInstance.generated.h"
/**
@@ -23,6 +25,9 @@ public:
UPROPERTY()
UMainSaveGameClass* MainSaveGameInstanceRef;
+ UPROPERTY()
+ TArray InventoryItems;
+
UFUNCTION(BlueprintCallable)
void CreateNewSaveGameInstance();
@@ -31,10 +36,22 @@ public:
UFUNCTION(BlueprintCallable)
void DeleteSaveGameFiles();
-
+
+ UFUNCTION(BlueprintCallable, Category = "DialogueFlags")
+ void AddDialogueFlag(EDialogueFlag Flag);
+
+ UFUNCTION(BlueprintCallable, Category = "DialogueFlags")
+ void RemoveDialogueFlag(EDialogueFlag Flag);
+
+ UFUNCTION(BlueprintCallable, Category = "DialogueFlags")
+ bool HasDialogueFlag(EDialogueFlag Flag) const;
+
protected:
virtual void OnStart() override;
+ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "DialogueFlags", meta = (AllowPrivateAccess = "true"))
+ TArray DialogueFlags;
+
private:
void IsValidSessionID(const FString& SessionID);
void OnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bConnectedSuccessfully);
diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
index d10d3074..b7fd03dc 100644
--- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp
@@ -311,19 +311,20 @@ float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEve
{
GetWorld()->GetTimerManager().ClearTimer(RegenHealthTimerHandle);
}
- UE_LOG(LogTemp, Warning, TEXT("Player is dead"));
-
- TArray FoundActors;
- UGameplayStatics::GetAllActorsWithTag(GetWorld(), FName(TEXT("Respawn")), FoundActors);
- if (FoundActors.Num() > 0)
- {
- const AActor* RespawnPoint = FoundActors[0];
- SetActorLocationAndRotation(RespawnPoint->GetActorLocation(), RespawnPoint->GetActorRotation());
- CurrentHealth = MaxHealth;
- return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
- }
-
- UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false);
+ // UE_LOG(LogTemp, Warning, TEXT("Player is dead"));
+ //
+ // TArray FoundActors;
+ // UGameplayStatics::GetAllActorsWithTag(GetWorld(), FName(TEXT("Respawn")), FoundActors);
+ // if (FoundActors.Num() > 0)
+ // {
+ // const AActor* RespawnPoint = FoundActors[0];
+ // SetActorLocationAndRotation(RespawnPoint->GetActorLocation(), RespawnPoint->GetActorRotation());
+ // CurrentHealth = MaxHealth;
+ // return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
+ // }
+ //
+ // UGameplayStatics::OpenLevel(this, FName(*GetWorld()->GetName()), false);
+ RunDeathSequence();
return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
}
TookDamage.Broadcast();
diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
index 8a5aeedf..04f7bd7d 100644
--- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
+++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h
@@ -120,7 +120,7 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
float StaminaDecreaseRate = 0.2;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
- float StaminaRegenRate = 0.05;
+ float StaminaRegenRate = 0.1;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
float SprintSpeed = 900;
@@ -292,6 +292,9 @@ protected:
UFUNCTION(BlueprintImplementableEvent)
void StoppedHoldingInteract();
+ UFUNCTION(BlueprintImplementableEvent)
+ void RunDeathSequence();
+
// APawn interface
virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
// End of APawn interface
diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h
index 39d040bf..be6fc0fd 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h
+++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/BaseItem.h
@@ -3,6 +3,7 @@
#pragma once
#include "CoreMinimal.h"
+#include "ItemEnum.h"
#include "BaseItem.generated.h"
USTRUCT(BlueprintType)
@@ -47,6 +48,8 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
int ItemID;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
+ EItem ItemEnumerationID;
+ UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
FName ItemName;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Item")
FText Description;
@@ -59,10 +62,10 @@ public:
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")
+ UPROPERTY(BlueprintReadWrite, Category = "Item")
+ TEnumAsByte CurrentItemRotation = Horizontal;
+ UPROPERTY(BlueprintReadWrite, Category = "Item")
bool bIsRotated = false;
virtual void PostInitProperties() override;
diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp
index 44eed2c0..ed9746a2 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.cpp
@@ -3,7 +3,6 @@
#include "InventoryComponent.h"
-#include "BaseItem.h"
#include "Camera/CameraComponent.h"
@@ -21,6 +20,7 @@ void UInventoryComponent::InitializeComponent()
Super::InitializeComponent();
PlayerCharacter = GetOwner();
ItemToPickup = nullptr;
+ GameInstance = Cast(GetWorld()->GetGameInstance());
}
// Called when the game starts
@@ -30,7 +30,7 @@ void UInventoryComponent::BeginPlay()
//FTimerHandle TraceTimerHandle;
//GetWorld()->GetTimerManager().SetTimer(TraceTimerHandle, this, &UInventoryComponent::ProjectTraceForItem, 0.1f, true);
- InventoryItems.Init(nullptr, Columns * Rows);
+ GameInstance->InventoryItems.Init(nullptr, Columns * Rows);
}
@@ -49,7 +49,7 @@ void UInventoryComponent::TickComponent(float DeltaTime, ELevelTick TickType, FA
bool UInventoryComponent::AddItem(UBaseItem* Item)
{
if (!IsValid(Item)) return false;
- for (int i = 0; i < InventoryItems.Num(); i++)
+ for (int i = 0; i < GameInstance->InventoryItems.Num(); i++)
{
if (IsRoomAvailable(Item, i))
{
@@ -58,7 +58,7 @@ bool UInventoryComponent::AddItem(UBaseItem* Item)
}
}
Item->RotateItem();
- for (int i = 0; i < InventoryItems.Num(); i++)
+ for (int i = 0; i < GameInstance->InventoryItems.Num(); i++)
{
if (IsRoomAvailable(Item, i))
{
@@ -124,9 +124,9 @@ FInventoryTile UInventoryComponent::IndexToTile(const int Index) const
TTuple UInventoryComponent::GetItemAtIndex(const int Index)
{
- if (!InventoryItems.IsValidIndex(Index)) return MakeTuple(nullptr, false);
- if (!IsValid(InventoryItems[Index])) return MakeTuple(nullptr, false);
- return MakeTuple(InventoryItems[Index], true);
+ if (!GameInstance->InventoryItems.IsValidIndex(Index)) return MakeTuple(nullptr, false);
+ if (!IsValid(GameInstance->InventoryItems[Index])) return MakeTuple(nullptr, false);
+ return MakeTuple(GameInstance->InventoryItems[Index], true);
}
int UInventoryComponent::TileToIndex(const FInventoryTile InventoryTile) const
@@ -144,7 +144,7 @@ void UInventoryComponent::AddItemAt(UBaseItem* Item, const int TopLeftIndex)
TileToCheck.X = i;
TileToCheck.Y = j;
if (!IsTileValid(TileToCheck)) return;
- InventoryItems[TileToIndex(TileToCheck)] = Item;
+ GameInstance->InventoryItems[TileToIndex(TileToCheck)] = Item;
}
}
IsDirty = true;
@@ -153,9 +153,9 @@ void UInventoryComponent::AddItemAt(UBaseItem* Item, const int TopLeftIndex)
TMap UInventoryComponent::GetAllItems()
{
TMap Items;
- for (int i = 0; i < InventoryItems.Num(); i++)
+ for (int i = 0; i < GameInstance->InventoryItems.Num(); i++)
{
- UBaseItem* Item = InventoryItems[i];
+ UBaseItem* Item = GameInstance->InventoryItems[i];
if (!IsValid(Item)) continue;
if (Items.Contains(Item)) continue;
Items.Add(Item, IndexToTile(i));
@@ -166,11 +166,11 @@ TMap UInventoryComponent::GetAllItems()
void UInventoryComponent::RemoveItem(UBaseItem* Item)
{
if (!IsValid(Item)) return;
- for (int i = 0; i < InventoryItems.Num(); i++)
+ for (int i = 0; i < GameInstance->InventoryItems.Num(); i++)
{
- if (InventoryItems[i] == Item)
+ if (GameInstance->InventoryItems[i] == Item)
{
- InventoryItems[i] = nullptr;
+ GameInstance->InventoryItems[i] = nullptr;
IsDirty = true;
}
}
@@ -187,10 +187,30 @@ void UInventoryComponent::UpdateInventorySize(const int _Columns, const int _Row
{
Columns = _Columns;
Rows = _Rows;
- InventoryItems.SetNum(Columns * Rows);
+ GameInstance->InventoryItems.SetNum(Columns * Rows);
OnInventorySizeUpdated.Broadcast();
}
+bool UInventoryComponent::HasItemByEnumID(EItem ItemEnumID) const
+{
+ return GameInstance->InventoryItems.ContainsByPredicate([ItemEnumID](const UBaseItem* Item) { return IsValid(Item) && Item->ItemEnumerationID == ItemEnumID; });
+}
+
+bool UInventoryComponent::HasItemByItemID(int ItemID) const
+{
+ return GameInstance->InventoryItems.ContainsByPredicate([ItemID](const UBaseItem* Item) { return IsValid(Item) && Item->ItemID == ItemID; });
+}
+
+bool UInventoryComponent::LacksItemByEnumID(EItem ItemEnumID) const
+{
+ return !HasItemByEnumID(ItemEnumID);
+}
+
+bool UInventoryComponent::LacksItemByItemID(int ItemID) const
+{
+ return !HasItemByItemID(ItemID);
+}
+
void UInventoryComponent::SetPrimaryWeapon(AActor* const _PrimaryWeapon)
{
PrimaryWeapon = _PrimaryWeapon;
diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h
index e510717e..da1ec9ed 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h
+++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/InventoryComponent.h
@@ -3,8 +3,11 @@
#pragma once
#include "CoreMinimal.h"
+#include "BaseItem.h"
#include "Components/ActorComponent.h"
#include "InventoryStructs.h"
+#include "EndlessVendetta/EVGameInstance.h"
+#include "ItemEnum.h"
#include "InventoryComponent.generated.h"
@@ -25,7 +28,6 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Inventory")
float MaxPickupDistance = 200.0f;
-
protected:
// Called when the game starts
virtual void BeginPlay() override;
@@ -35,12 +37,14 @@ public:
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnInventoryUpdated);
+
UPROPERTY(BlueprintAssignable, Category="Inventory")
FOnInventoryUpdated OnInventoryUpdated;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnInventorySizeUpdated);
+
UPROPERTY(BlueprintAssignable, Category = "Inventory")
FOnInventorySizeUpdated OnInventorySizeUpdated;
-
+
UFUNCTION(BlueprintCallable, Category="Inventory")
bool AddItem(class UBaseItem* Item);
UFUNCTION(BlueprintCallable, Category="Inventory")
@@ -64,7 +68,15 @@ public:
void SpawnItem(UBaseItem* Item, FVector Location);
UFUNCTION(BlueprintCallable, Category = "Inventory")
void UpdateInventorySize(const int _Columns, const int _Rows);
-
+ UFUNCTION(BlueprintCallable, Category = "Inventory")
+ bool HasItemByEnumID(EItem ItemEnumID) const;
+ UFUNCTION(BlueprintCallable, Category = "Inventory")
+ bool HasItemByItemID(int ItemID) const;
+ UFUNCTION(BlueprintCallable, Category = "Inventory")
+ bool LacksItemByEnumID(EItem ItemEnumID) const;
+ UFUNCTION(BlueprintCallable, Category = "Inventory")
+ bool LacksItemByItemID(int ItemID) const;
+
void SetPrimaryWeapon(AActor* const _PrimaryWeapon);
AActor* GetPrimaryWeapon() const;
void SetSecondaryWeapon(AActor* const _SecondaryWeapon);
@@ -72,14 +84,14 @@ public:
private:
bool IsTileValid(const FInventoryTile InventoryTile) const;
-
+
UPROPERTY()
AActor* PlayerCharacter;
UPROPERTY()
AActor* ItemToPickup;
- bool IsDirty = false;
UPROPERTY()
- TArray InventoryItems;
+ UEVGameInstance* GameInstance;
+ bool IsDirty = false;
AActor* PrimaryWeapon;
AActor* SecondaryWeapon;
};
diff --git a/EndlessVendetta/Source/EndlessVendetta/Inventory/ItemEnum.h b/EndlessVendetta/Source/EndlessVendetta/Inventory/ItemEnum.h
new file mode 100644
index 00000000..4a5739a1
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/Inventory/ItemEnum.h
@@ -0,0 +1,17 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "ItemEnum.generated.h"
+
+/**
+ *
+ */
+
+UENUM(BlueprintType)
+enum class EItem : uint8
+{
+ None UMETA(DisplayName = "None"),
+ ApartmentPartyInvite UMETA(DisplayName = "Apartment Party Invite"),
+};
diff --git a/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h b/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h
index ae6bcba1..41f79711 100644
--- a/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h
@@ -4,6 +4,9 @@
#include "CoreMinimal.h"
#include "BountySystem/SideBountyClass.h"
+#include "BountySystem/CheckPoints/OpenWorldCheckpoint.h"
+#include "GadgetSystem/CombatGadget.h"
+#include "GadgetSystem/ReconGadget.h"
#include "GameFramework/SaveGame.h"
#include "WeaponSystem/BaseWeaponClass.h"
#include "MainSaveGameClass.generated.h"
@@ -49,4 +52,7 @@ public:
UPROPERTY()
bool bFirstPlaythroughSave;
+
+ UPROPERTY()
+ TArray> OpenWorldCheckpointsClassesSave;
};
diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp
index 1845d1c8..6fe6193b 100644
--- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp
@@ -14,6 +14,7 @@
#include "EndlessVendetta/BountySystem/ControlsTraining/TargetDummy.h"
#include "EndlessVendetta/Workbench&Attachments/ExtendedMagAttachmentClass.h"
+#include "EndlessVendetta/Workbench&Attachments/GripAttachmentClass.h"
#include "EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h"
@@ -189,7 +190,7 @@ void ABaseWeaponClass::Fire()
FCollisionObjectQueryParams ObjectQueryParams;
ObjectQueryParams.AddObjectTypesToQuery(ECC_Pawn);
ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldStatic);
- ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
+ //ObjectQueryParams.AddObjectTypesToQuery(ECC_WorldDynamic);
GetWorld()->LineTraceSingleByObjectType(outHit, traceStart, traceEnd, ObjectQueryParams, collisionParams);
WeaponFired.Broadcast();
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
@@ -352,7 +353,36 @@ void ABaseWeaponClass::SetupExtendedMagAttachment(UStaticMesh* ExtendedMagMesh)
//Called in weaponworkbench WBP
void ABaseWeaponClass::SetupGripAttachment(UStaticMesh* GripMesh)
{
-
+ GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("SETTING UP GRIP ATTACHMENTS"));
+ FTransform EmptyTransform;
+
+ USceneComponent* GripAttachmentClass = Cast(AddComponentByClass(UGripAttachmentClass::StaticClass(), false, EmptyTransform, false));
+ GripAttachmentClass->ComponentTags.Add(FName("AttachmentType"));
+ USkeletalMeshComponent* WeaponSkeletonMesh = FindComponentByClass();
+ if (IsValid(GripAttachmentClass))
+ {
+ if (IsValid(WeaponSkeletonMesh))
+ {
+ //this handles giving the weapon the required component class/code
+ GripAttachmentClass->AttachToComponent(WeaponSkeletonMesh, FAttachmentTransformRules::SnapToTargetIncludingScale, FName(TEXT("GripMeshSocket")));
+ UE_LOG(LogTemp, Display, TEXT("All Attachment is valid"));
+ //this makes it showup in editor for better debugging
+ GripAttachmentClass->CreationMethod = EComponentCreationMethod::Instance;
+ GripAttachmentClass->RegisterComponent();
+ //below handles seeing the physical attachment you selected
+ UStaticMeshComponent* StaticMeshComp = NewObject(GripAttachmentClass, UStaticMeshComponent::StaticClass());
+ if (IsValid(StaticMeshComp))
+ {
+ StaticMeshComp->AttachToComponent(GripAttachmentClass, FAttachmentTransformRules::SnapToTargetIncludingScale);
+ StaticMeshComp->SetStaticMesh(GripMesh);
+ StaticMeshComp->SetRelativeRotation(FRotator(0, 0, 0));
+ StaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
+ //Making it show in editor for debugging
+ StaticMeshComp->CreationMethod = EComponentCreationMethod::Instance;
+ StaticMeshComp->RegisterComponent();
+ }
+ }
+ }
}
void ABaseWeaponClass::RemoveAllAttachments()
diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp
index 884de46c..4facddeb 100644
--- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/ShotgunClass.cpp
@@ -10,7 +10,7 @@ AShotgunClass::AShotgunClass()
{
// 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;
- ShotgunBulletSpread = FVector(10,10,10);
+ ShotgunBulletSpread = FVector(10, 10, 10);
}
void AShotgunClass::BeginPlay()
@@ -26,7 +26,7 @@ void AShotgunClass::ClickDetectionTimer()
void AShotgunClass::Fire()
{
- if(currentAmmoCount > 0 && !bSingleShotOnly)
+ if (currentAmmoCount > 0 && !bSingleShotOnly)
{
bSingleShotOnly = true;
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Magenta, TEXT("Fire Activated"));
@@ -37,13 +37,14 @@ void AShotgunClass::Fire()
FVector newStartTrace = UKismetMathLibrary::RandomPointInBoundingBox(traceStart, ShotgunBulletSpread);
traceEnd = newStartTrace + (GunStartArrow->GetForwardVector() * BulletDistance);
GetWorld()->LineTraceSingleByChannel(outHit, newStartTrace, traceEnd, ECC_Visibility, collisionParams);
- DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Yellow , false, 500.2f, 0U, 0.2f);
+ DrawDebugLine(this->GetWorld(), newStartTrace, traceEnd, FColor::Yellow, false, 500.2f, 0U, 0.2f);
if (outHit.bBlockingHit)
{
GEngine->AddOnScreenDebugMessage(-1, 20.f, FColor::Orange, FString(TEXT("SHOTGUN HIT")));
}
}
- currentAmmoCount --;
+ currentAmmoCount--;
+ WeaponFired.Broadcast();
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
GenerateRecoilVector();
ClickDetectionTimer();
@@ -52,7 +53,7 @@ void AShotgunClass::Fire()
bStopShooting = false;
if (outHit.bBlockingHit)
{
- if (outHit.Distance >= FMath::Floor(BulletDistance/2))
+ if (outHit.Distance >= FMath::Floor(BulletDistance / 2))
{
tempWeaponDamage = WeaponDamage / 2;
}
@@ -66,7 +67,7 @@ void AShotgunClass::Fire()
}
HideNeedReloadUI();
}
- else if(currentAmmoCount <= 0)
+ else if (currentAmmoCount <= 0)
{
UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
ShowNeedReloadUI();
@@ -82,5 +83,3 @@ void AShotgunClass::StopFire()
{
bSingleShotOnly = false;
}
-
-
diff --git a/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/GripAttachmentClass.cpp b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/GripAttachmentClass.cpp
new file mode 100644
index 00000000..cbced9f9
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/GripAttachmentClass.cpp
@@ -0,0 +1,33 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "GripAttachmentClass.h"
+
+
+// Sets default values for this component's properties
+UGripAttachmentClass::UGripAttachmentClass()
+{
+ // 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.
+ PrimaryComponentTick.bCanEverTick = true;
+
+ // ...
+}
+
+
+// Called when the game starts
+void UGripAttachmentClass::BeginPlay()
+{
+ Super::BeginPlay();
+
+ // ...
+
+}
+
+
+// Called every frame
+void UGripAttachmentClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
+{
+ Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
+}
+
diff --git a/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/GripAttachmentClass.h b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/GripAttachmentClass.h
new file mode 100644
index 00000000..89d795a2
--- /dev/null
+++ b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/GripAttachmentClass.h
@@ -0,0 +1,26 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "Components/SceneComponent.h"
+#include "GripAttachmentClass.generated.h"
+
+
+UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
+class ENDLESSVENDETTA_API UGripAttachmentClass : public USceneComponent
+{
+ GENERATED_BODY()
+
+public:
+ // Sets default values for this component's properties
+ UGripAttachmentClass();
+
+protected:
+ // Called when the game starts
+ virtual void BeginPlay() override;
+
+public:
+ // Called every frame
+ virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
+};