diff --git a/Assets/GreasyRickDialogue.txt b/Assets/GreasyRickDialogue.txt new file mode 100644 index 00000000..81d23c74 --- /dev/null +++ b/Assets/GreasyRickDialogue.txt @@ -0,0 +1,28 @@ +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 new file mode 100644 index 00000000..557919d8 --- /dev/null +++ b/Assets/UI/Items/ApartmentInvitationPass.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:329b155f1ccfcd684c9ce9025637634df5bc9c3d4dc5cb76d564a56025fc984e +size 481374 diff --git a/EndlessVendetta/Config/DefaultGame.ini b/EndlessVendetta/Config/DefaultGame.ini index 4013530e..8744e92f 100644 --- a/EndlessVendetta/Config/DefaultGame.ini +++ b/EndlessVendetta/Config/DefaultGame.ini @@ -105,6 +105,8 @@ bSkipMovies=False +MapsToCook=(FilePath="/Game/Levels/TempOpenWorld") 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C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr \ No newline at end of file diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp 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; +};