diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/indexLayout.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/indexLayout.xml index 7b08163c..5c30a127 100644 --- a/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/indexLayout.xml +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/indexLayout.xml @@ -1,7 +1,9 @@ - + + ../../Endless-Vendetta + diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/.gitignore b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/.gitignore new file mode 100644 index 00000000..f4076847 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/.gitignore @@ -0,0 +1,13 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Rider ignored files +/projectSettingsUpdater.xml +/contentModel.xml +/.idea.EndlessVendetta.iml +/modules.xml +# Editor-based HTTP Client requests +/httpRequests/ +# Datasource local storage ignored files +/dataSources/ +/dataSources.local.xml diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/encodings.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/encodings.xml new file mode 100644 index 00000000..df87cf95 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/encodings.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/indexLayout.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/indexLayout.xml new file mode 100644 index 00000000..7b08163c --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/indexLayout.xml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/vcs.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/vcs.xml new file mode 100644 index 00000000..6c0b8635 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini b/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini index 220a5519..094343ea 100644 --- a/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini +++ b/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini @@ -1,2 +1,196 @@ [ContentBrowser] -ContentBrowserTab1.SelectedPaths=/Game/FirstPerson \ No newline at end of file +ContentBrowserTab1.SelectedPaths=/Game/FirstPerson + +[/Script/UnrealEd.LevelEditorPlaySettings] +PlayFromHerePlayerStartClassName=/Script/Engine.PlayerStartPIE +GameGetsMouseControl=False +UseMouseForTouch=False +ShowMouseControlLabel=True +MouseControlLabelPosition=LabelAnchorMode_TopLeft +ViewportGetsHMDControl=False +ShouldMinimizeEditorOnVRPIE=True +bShouldMinimizeEditorOnNonVRPIE=False +bEmulateStereo=False +AutoRecompileBlueprints=True +EnableGameSound=True +SoloAudioInFirstPIEClient=False +EnablePIEEnterAndExitSounds=False +PlayInEditorSoundQualityLevel=0 +bUseNonRealtimeAudioDevice=False +bOnlyLoadVisibleLevelsInPIE=False +bPreferToStreamLevelsInPIE=False +bPromoteOutputLogWarningsDuringPIE=False +NewWindowWidth=1280 +NewWindowHeight=720 +NewWindowPosition=(X=-1,Y=-1) +CenterNewWindow=False +PIEAlwaysOnTop=False +DisableStandaloneSound=False +AdditionalLaunchParameters= +BuildGameBeforeLaunch=PlayOnBuild_Default +LaunchConfiguration=LaunchConfig_Default +PackFilesForLaunch=NoPak +bAutoCompileBlueprintsOnLaunch=True +bLaunchSeparateServer=False +PlayNetMode=PIE_Standalone +RunUnderOneProcess=True +PlayNetDedicated=False +PlayNumberOfClients=1 +PrimaryPIEClientIndex=0 +ServerPort=17777 +ClientWindowWidth=640 +AutoConnectToServer=True +RouteGamepadToSecondWindow=False +CreateAudioDeviceForEveryPlayer=False +ClientWindowHeight=480 +ServerMapNameOverride= +AdditionalServerGameOptions= +AdditionalLaunchOptions= +bShowServerDebugDrawingByDefault=True +ServerDebugDrawingColorTintStrength=0.000000 +ServerDebugDrawingColorTint=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) +AdditionalServerLaunchParameters= +ServerFixedFPS=0 +NetworkEmulationSettings=(bIsNetworkEmulationEnabled=False,EmulationTarget=Server,CurrentProfile="Custom",OutPackets=(MinLatency=0,MaxLatency=0,PacketLossPercentage=0),InPackets=(MinLatency=0,MaxLatency=0,PacketLossPercentage=0)) +LastSize=(X=0,Y=0) +LastExecutedLaunchDevice=Windows@MARCELSPC +LastExecutedLaunchName=MARCELSPC +LastExecutedLaunchModeType=LaunchMode_OnDevice +LastExecutedPlayModeLocation=PlayLocation_DefaultPlayerStart +LastExecutedPlayModeType=PlayMode_InViewPort +LastExecutedPIEPreviewDevice= +-LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true) ++LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") +-MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9",bCanSwapAspectRatio=true) ++MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") +-PhoneScreenResolutions=(Description="Apple iPhone 5S",Width=320,Height=568,AspectRatio="~16:9",bCanSwapAspectRatio=true,ProfileName="iPhone5S") +-PhoneScreenResolutions=(Description="Apple iPhone 6",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6") +-PhoneScreenResolutions=(Description="Apple iPhone 6+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6Plus") +-PhoneScreenResolutions=(Description="Apple iPhone 6S",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6S") +-PhoneScreenResolutions=(Description="Apple iPhone 6S+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6SPlus") +-PhoneScreenResolutions=(Description="Apple iPhone 7",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7") +-PhoneScreenResolutions=(Description="Apple iPhone 7+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7Plus") +-PhoneScreenResolutions=(Description="Apple iPhone 8",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8") +-PhoneScreenResolutions=(Description="Apple iPhone 8+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8Plus") +-PhoneScreenResolutions=(Description="Apple iPhone X",Width=375,Height=812,AspectRatio="19.5:9",bCanSwapAspectRatio=true,ProfileName="iPhoneX") +-PhoneScreenResolutions=(Description="Apple iPhone XS",Width=375,Height=812,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXS") +-PhoneScreenResolutions=(Description="Apple iPhone XS Max",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXSMax") +-PhoneScreenResolutions=(Description="Apple iPhone XR",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXR") +-PhoneScreenResolutions=(Description="HTC One",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S4",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Low") +-PhoneScreenResolutions=(Description="Samsung Galaxy S6",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_T7xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S7",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Mali)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G71") +-PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Adreno)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno5xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Adreno)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy Note 9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Adreno)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Mali)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Adreno)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Mali)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76") +-PhoneScreenResolutions=(Description="Google Pixel",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 2",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 2 XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 3",Width=1080,Height=2160,AspectRatio="18:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 3 XL",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Razer Phone",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Apple iPhone 5S",Width=320,Height=568,AspectRatio="~16:9",bCanSwapAspectRatio=True,ProfileName="iPhone5S") ++PhoneScreenResolutions=(Description="Apple iPhone 6",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6") ++PhoneScreenResolutions=(Description="Apple iPhone 6+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6Plus") ++PhoneScreenResolutions=(Description="Apple iPhone 6S",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6S") ++PhoneScreenResolutions=(Description="Apple iPhone 6S+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6SPlus") ++PhoneScreenResolutions=(Description="Apple iPhone 7",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone7") ++PhoneScreenResolutions=(Description="Apple iPhone 7+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone7Plus") ++PhoneScreenResolutions=(Description="Apple iPhone 8",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone8") ++PhoneScreenResolutions=(Description="Apple iPhone 8+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone8Plus") ++PhoneScreenResolutions=(Description="Apple iPhone X",Width=375,Height=812,AspectRatio="19.5:9",bCanSwapAspectRatio=True,ProfileName="iPhoneX") ++PhoneScreenResolutions=(Description="Apple iPhone XS",Width=375,Height=812,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhoneXS") ++PhoneScreenResolutions=(Description="Apple iPhone XS Max",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhoneXSMax") ++PhoneScreenResolutions=(Description="Apple iPhone XR",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhoneXR") ++PhoneScreenResolutions=(Description="HTC One",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S4",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Low") ++PhoneScreenResolutions=(Description="Samsung Galaxy S6",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_T7xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S7",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Mali)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_G71") ++PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Adreno)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_Adreno5xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Adreno)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy Note 9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Adreno)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Adreno6xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Mali)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_G76") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Adreno)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Adreno6xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Mali)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_G76") ++PhoneScreenResolutions=(Description="Google Pixel",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 2",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 2 XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 3",Width=1080,Height=2160,AspectRatio="18:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 3 XL",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Razer Phone",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") +-TabletScreenResolutions=(Description="iPad Pro 12.9-inch (3rd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro3_129") +-TabletScreenResolutions=(Description="iPad Pro 12.9-inch (2nd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro2_129") +-TabletScreenResolutions=(Description="iPad Pro 11-inch",Width=834,Height=1194,AspectRatio="5:7",bCanSwapAspectRatio=true,ProfileName="iPadPro11") +-TabletScreenResolutions=(Description="iPad Pro 10.5-inch",Width=834,Height=1112,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro105") +-TabletScreenResolutions=(Description="iPad Pro 12.9-inch",Width=1024,Height=1366,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro129") +-TabletScreenResolutions=(Description="iPad Pro 9.7-inch",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro97") +-TabletScreenResolutions=(Description="iPad (6th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad6") +-TabletScreenResolutions=(Description="iPad (5th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad5") +-TabletScreenResolutions=(Description="iPad Air 3",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir3") +-TabletScreenResolutions=(Description="iPad Air 2",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir2") +-TabletScreenResolutions=(Description="iPad Mini 5",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini5") +-TabletScreenResolutions=(Description="iPad Mini 4",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini4") +-TabletScreenResolutions=(Description="LG G Pad X 8.0",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Asus Zenpad 3s 10",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Huawei MediaPad M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Microsoft Surface RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Microsoft Surface Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRatio=true) ++TabletScreenResolutions=(Description="iPad Pro 12.9-inch (3rd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro3_129") ++TabletScreenResolutions=(Description="iPad Pro 12.9-inch (2nd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro2_129") ++TabletScreenResolutions=(Description="iPad Pro 11-inch",Width=834,Height=1194,AspectRatio="5:7",bCanSwapAspectRatio=True,ProfileName="iPadPro11") ++TabletScreenResolutions=(Description="iPad Pro 10.5-inch",Width=834,Height=1112,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro105") ++TabletScreenResolutions=(Description="iPad Pro 12.9-inch",Width=1024,Height=1366,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro129") ++TabletScreenResolutions=(Description="iPad Pro 9.7-inch",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro97") ++TabletScreenResolutions=(Description="iPad (6th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPad6") ++TabletScreenResolutions=(Description="iPad (5th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPad5") ++TabletScreenResolutions=(Description="iPad Air 3",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadAir3") ++TabletScreenResolutions=(Description="iPad Air 2",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadAir2") ++TabletScreenResolutions=(Description="iPad Mini 5",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadMini5") ++TabletScreenResolutions=(Description="iPad Mini 4",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadMini4") ++TabletScreenResolutions=(Description="LG G Pad X 8.0",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Asus Zenpad 3s 10",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Huawei MediaPad M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Microsoft Surface RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Microsoft Surface Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") +-TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=true) +-TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true) +-TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=true) +-TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=true) ++TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=True,ProfileName="") +DeviceToEmulate= +PIESafeZoneOverride=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000) + diff --git a/EndlessVendetta/Config/DefaultEngine.ini b/EndlessVendetta/Config/DefaultEngine.ini index a36b892f..61a9966a 100644 --- a/EndlessVendetta/Config/DefaultEngine.ini +++ b/EndlessVendetta/Config/DefaultEngine.ini @@ -4,16 +4,18 @@ +EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore))) [/Script/EngineSettings.GameMapsSettings] -EditorStartupMap=/Game/FirstPerson/Maps/FirstPersonMap.FirstPersonMap +EditorStartupMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester LocalMapOptions= -TransitionMap= +TransitionMap=None bUseSplitscreen=True TwoPlayerSplitscreenLayout=Horizontal ThreePlayerSplitscreenLayout=FavorTop +FourPlayerSplitscreenLayout=Grid +bOffsetPlayerGamepadIds=False GameInstanceClass=/Script/Engine.GameInstance -GameDefaultMap=/Game/FirstPerson/Maps/FirstPersonMap.FirstPersonMap -ServerDefaultMap=/Engine/Maps/Entry -GlobalDefaultGameMode=/Script/EndlessVendetta.EndlessVendettaGameMode +GameDefaultMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester +ServerDefaultMap=/Engine/Maps/Entry.Entry 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b/EndlessVendetta/Content/__ExternalObjects__/Levels/BountySystemTestLevel/D/WD/LGTPJJO55ED5H60IZ3025H.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ebb4ae789fd6106278e299904384cfd060a5e59110a0a4091ea77b4b50b81976 +size 2358 diff --git a/EndlessVendetta/EndlessVendetta.uproject b/EndlessVendetta/EndlessVendetta.uproject index 02d42dff..4717d351 100644 --- a/EndlessVendetta/EndlessVendetta.uproject +++ b/EndlessVendetta/EndlessVendetta.uproject @@ -7,7 +7,10 @@ { "Name": "EndlessVendetta", "Type": "Runtime", - "LoadingPhase": "Default" + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine" + ] } ], "Plugins": [ diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp new file mode 100644 index 00000000..ae8fbd8d --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp @@ -0,0 +1,130 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BountyClass.h" + +// Sets default values +ABountyClass::ABountyClass() +{ + // 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; + +} + +void ABountyClass::BeginPlay() +{ + Super::BeginPlay(); + + SpawnCheckpoints(); + +} + +void ABountyClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void ABountyClass::SpawnCheckpoints() +{ + // Spawn all checkpoints associated with this bounty and store them in order + FActorSpawnParameters SpawnParameters; + SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + + for(TSubclassOf CheckpointClass : CheckpointsToSpawn) + { + if (CheckpointClass == nullptr) + { + // An unassigned checkpoint class can lead to undefined behaviour, hence the fatal log + UE_LOG(LogTemp, Fatal, TEXT("A checkpoint class wasn't set for %s"), *BountyTitle); + return; + } + + FVector Loc = CheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation(); + FRotator Rot = CheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator(); + ACheckpointClass* SpawnedCheckpoint = Cast(GetWorld()->SpawnActor(CheckpointClass, Loc, Rot, SpawnParameters)); + BountyCheckpoints.Add(SpawnedCheckpoint); + } + + // Activate the first checkpoint and listen for its completion + BountyCheckpoints[0]->Active = true; + BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); +} + +void ABountyClass::IncrementBountyCheckpoint() +{ + // Broadcast that the first Checkpoint has been completed so that side bounties can be destroyed + if (!BountyStarted) + { + BountyStarted = true; + CompletedFirstCheckpoint.Broadcast(); + } + + // Bounty Completion Condition + if (BountyCheckpoints.Num() <= MinCPsRequiredForCompletion) + { + Completed = true; + BountyCheckpoints[0]->Active = false; + BountyCheckpoints[0]->Destroy(); + BountyCheckpoints.RemoveAt(0); + UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done")); + return; + } + + if (BountyCheckpoints[0] == nullptr) + { + UE_LOG(LogTemp, Fatal, TEXT("Missing checkpoint in bounty checkpoints, could've failed to spawn or cast")); + return; + } + + // Destroy Actor and Shrink Array + BountyCheckpoints[0]->Active = false; + BountyCheckpoints[0]->Destroy(); + BountyCheckpoints.RemoveAt(0); + + // Set the new checkpoint in pos 0 to be active and listen for it's completion + BountyCheckpoints[0]->Active = true; + BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); + +} + +void ABountyClass::CollectRewards_Implementation() +{ + UE_LOG(LogTemp, Warning, TEXT("The player has gained $%d for completing the bounty!"), RewardMoney); +} + +void ABountyClass::UpdateBountyCheckpoints(TMap> ReplacementCheckpoints) +{ + if (ReplacementCheckpoints.IsEmpty()) + { + UE_LOG(LogTemp, Warning, TEXT("No Replacement Steps found")); + return; + } + + FActorSpawnParameters SpawnParameters; + SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + + for (auto ReplacementCheckpoint : ReplacementCheckpoints) + { + BountyCheckpoints[ReplacementCheckpoint.Key]->Destroy(); + ReplacementCheckpointClass = ReplacementCheckpoint.Value; + + FVector Loc = ReplacementCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation(); + FRotator Rot = ReplacementCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator(); + ACheckpointClass* SpawnedCheckpoint = Cast(GetWorld()->SpawnActor(ReplacementCheckpoint.Value, Loc, Rot, SpawnParameters)); + + if (SpawnedCheckpoint == nullptr) + { + UE_LOG(LogTemp, Fatal, TEXT("The new checkpoint hasn't spawned in properly or can't be cast to")); + return; + } + + BountyCheckpoints[ReplacementCheckpoint.Key] = SpawnedCheckpoint; + if (ReplacementCheckpoint.Key == 0) + { + BountyCheckpoints[ReplacementCheckpoint.Key]->Active = true; + BountyCheckpoints[ReplacementCheckpoint.Key]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); + } + } +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h new file mode 100644 index 00000000..4f65bae9 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h @@ -0,0 +1,142 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "CheckpointClass.h" +#include "GameFramework/Actor.h" +#include "BountyClass.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint); + +UCLASS() +class ENDLESSVENDETTA_API ABountyClass : public AActor +{ + GENERATED_BODY() + + // Used to temp store value of incoming replacement checkpoint class + TSubclassOf ReplacementCheckpointClass; + + bool BountyStarted = false; + +protected: + // ------- Properties Set in Editor -------------- + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + TArray> CheckpointsToSpawn; + + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + int RewardMoney = 0; + + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + FString BountyTitle; + + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + FString BountyDesc; + // ----------------------------------------------- + + bool Completed = false; + + /** + * Default is 2 as final step in most Bounties is to return to ship, + * which can't be completed. Change to 1 if that's not the case. + */ + int MinCPsRequiredForCompletion = 2; + + // Spawned in Checkpoints for this Bounty + TArray BountyCheckpoints; + + // Spawns and stores this Bounties Checkpoints in order + void SpawnCheckpoints(); + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + +public: + // Broadcast when first checkpoint from this bounty is completed + FCompletedFirstCheckpoint CompletedFirstCheckpoint; + + // ------ Getters for Bounty and Checkpoint Properties ------ + bool IsCompleted() + { + return Completed; + } + + FString GetBountyTitle() + { + return BountyTitle; + } + + FString GetBountyDesc() + { + return BountyDesc; + } + + FVector GetCheckpointLocation() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return FVector(0, 0, 0); + } + + return BountyCheckpoints[0]->GetCheckpointSpawnTransform().GetLocation(); + } + + FVector GetActiveWaypointLocation() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return FVector(0, 0, 0); + } + + return BountyCheckpoints[0]->GetWaypointLoc(); + } + + UTexture2D* GetActiveWaypointIcon() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return nullptr; + } + + return BountyCheckpoints[0]->GetWaypointIcon(); + } + + FString GetCheckpointDescription() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return FString("No more Bounty checkpoints, check BountyClass.h GetCheckpointDescription()"); + } + + return BountyCheckpoints[0]->GetCheckpointDesc(); + } + // ---------------------------------------------------------- + + // Sets default values for this actor's properties + ABountyClass(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called when a checkpoint is completed, handles moving onto next checkpoint and discarding the old one + UFUNCTION() + virtual void IncrementBountyCheckpoint(); + + // Collect Money in C++, any other special reward will be implemented in BP if neccessary + UFUNCTION(BlueprintCallable, BlueprintNativeEvent) + void CollectRewards(); + + void DestroyReturnToShipStep() + { + if (BountyCheckpoints.Num() > 1) + { + UE_LOG(LogTemp, Warning, TEXT("Didn't Destroy final step as more than one steps still left in Bounty")); + } + + BountyCheckpoints[0]->Destroy(); + } + + // Called by Bounty Director, replaces specified checkpoints to alter Bounty when player completes a side bounty + void UpdateBountyCheckpoints(TMap> ReplacementCheckpoints); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp new file mode 100644 index 00000000..7cf44c2a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp @@ -0,0 +1,152 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BountyDirector.h" + +#include "Components/ArrowComponent.h" + +// Sets default values +ABountyDirector::ABountyDirector() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called every frame +void ABountyDirector::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} +// Called when the game starts or when spawned +void ABountyDirector::BeginPlay() +{ + Super::BeginPlay(); + + PlayerChar = Cast(GetWorld()->GetFirstPlayerController()->GetCharacter()); + if (!IsValid(PlayerChar)) UE_LOG(LogTemp, Fatal, TEXT("Players Character isn't being loaded in BeginPlay() in BountyDirector")); + + // Setup a component for bounties to attach to on the player + for (UActorComponent* ActorComp : PlayerChar->GetComponentsByTag(UArrowComponent::StaticClass(), FName("Bounty"))) + { + BountyAttachmentPoint = Cast(ActorComp); + if (!IsValid(BountyAttachmentPoint)) UE_LOG(LogTemp, Fatal, TEXT("There's no Bounty Attachment UArrowComponent on Players Char ")); + break; + } + + // Setup up starting Side Bounty indexes + for (int Index = 0; Index < 3; Index++) + { + CurrentSideBountyIndexes.Add(Index); + } + + ActiveSideBounties.SetNum(3); + SpawnBountyAndItsSideBounties(); + UpdateBountyDisplay(); +} + +void ABountyDirector::SpawnBountyAndItsSideBounties() +{ + UE_LOG(LogTemp, Warning, TEXT("Spawning Bounty...")); + + if (BountyClassArray.IsEmpty()) return; + if (!IsValid(BountyClassArray[CurrentBountyIndex])) UE_LOG(LogTemp, Fatal, TEXT("Missing Bounty at Index: %d"), CurrentBountyIndex); + + // Spawn Main Bounty which the current bounty index is pointing to + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + + AActor* BountyActor = GetWorld()->SpawnActor(BountyClassArray[CurrentBountyIndex], PlayerChar->GetActorLocation(), PlayerChar->GetActorRotation(), SpawnParams); + const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true); + BountyActor->AttachToComponent(BountyAttachmentPoint, AttachmentTransformRules); + + ActiveBounty = Cast(BountyActor); + if (!IsValid(ActiveBounty)) UE_LOG(LogTemp, Fatal, TEXT("Failed to Cast to Bounty class")); + + // WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!! + ActiveBounty->CompletedFirstCheckpoint.AddDynamic(this, &ABountyDirector::DestroyActiveSideBounties); + + // Spawn in Side Bounties which are linked to the Main Bounty + int ActiveSideBountyIndex = 0; + for (int CurrentSideBountyIndex : CurrentSideBountyIndexes) + { + if (SideBountyClassArray.Num() <= CurrentSideBountyIndex || !IsValid(SideBountyClassArray[CurrentSideBountyIndex])) continue; + + AActor* SideBountyActor = GetWorld()->SpawnActor(SideBountyClassArray[CurrentSideBountyIndex], PlayerChar->GetActorLocation(), PlayerChar->GetActorRotation(), SpawnParams); + ASideBountyClass* SideBounty = Cast(SideBountyActor); + SideBounty->AttachToComponent(BountyAttachmentPoint, AttachmentTransformRules); + + ActiveSideBounties[ActiveSideBountyIndex] = SideBounty; + SideBounty->ActiveSBC_Index = ActiveSideBountyIndex; + ActiveSideBounties[ActiveSideBountyIndex]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::SideBountyCompleted); + // ONCE AGAIN WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS SIDE BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!! + ActiveSideBountyIndex++; + } +} + +void ABountyDirector::UpdateBountyProgression() +{ + if (!IsValid(ActiveBounty)) return; + + if (ActiveBounty->IsCompleted()) FinishActiveBounty(); +} + +void ABountyDirector::FinishActiveBounty() +{ + ActiveBounty->CollectRewards(); + + // Destroy old Bounties + ActiveBounty->DestroyReturnToShipStep(); + ActiveBounty->Destroy(); + DestroyActiveSideBounties(); + + // Increment Main and Side Bounty Indexes + CurrentBountyIndex++; + for (int i = 0; i < 3; i++) + { + CurrentSideBountyIndexes[i] += 3; + } + + // Game Completion Check + if (CurrentBountyIndex >= BountyClassArray.Num()) + { + UE_LOG(LogTemp, Warning, TEXT("Finished all bounties currently available in the game :)")); + ActiveBounty = nullptr; + UpdateBountyDisplay(); + return; + } + + SpawnBountyAndItsSideBounties(); + UpdateBountyDisplay(); +} + +void ABountyDirector::DestroyActiveSideBounties() +{ + for (ASideBountyClass* SideBounty : ActiveSideBounties) + { + if (!IsValid(SideBounty)) continue; + + // WHEN MARCEL STOPS PLAYING WITH PLAYERS CHARACTER, REMOVE THIS SIDE BOUNTY FROM ACTIVE BOUNTIES + + SideBounty->DestroyCheckpoints(); + SideBounty->Destroy(); + } + + UpdateBountyDisplay(); +} + +void ABountyDirector::SideBountyCompleted(int SideBountyIndex) +{ + UE_LOG(LogTemp,Warning,TEXT("Updating Main Bounties Checkpoints")); + ActiveBounty->UpdateBountyCheckpoints(ActiveSideBounties[SideBountyIndex]->GetReplacementCheckpoints()); + + // WHEN MARCEL STOPS PLAYING WITH PLAYER CHAR, REMOVE THIS SIDE BOUNTY FROM ACTIVE BOUNTIES + ActiveSideBounties[SideBountyIndex]->CollectRewards(); + ActiveSideBounties[SideBountyIndex]->DestroyCheckpoints(); + ActiveSideBounties[SideBountyIndex]->Destroy(); + + UpdateBountyDisplay(); +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h new file mode 100644 index 00000000..c5c67311 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h @@ -0,0 +1,98 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BountyClass.h" +#include "SideBountyClass.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "GameFramework/Actor.h" +#include "BountyDirector.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API ABountyDirector : public AActor +{ + GENERATED_BODY() + + AEndlessVendettaCharacter* PlayerChar; + + // Scene Component Used to Attach Bounties to + UArrowComponent* BountyAttachmentPoint; + + // Ordered Array of Main Bounties + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + TArray> BountyClassArray; + + // Ordered Array of Side Bounties, in three's + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + TArray> SideBountyClassArray; + + int CurrentBountyIndex = 0; + + TArray CurrentSideBountyIndexes; + + UPROPERTY(VisibleAnywhere, Category = "Bounty") + ABountyClass* ActiveBounty; + + UPROPERTY(VisibleAnywhere, Category = "Bounty") + TArray ActiveSideBounties; + + // Checks if completed the bounty, and moves onto the next if so + UFUNCTION(BlueprintCallable, Category = "Bounty") + void UpdateBountyProgression(); + + void SpawnBountyAndItsSideBounties(); + + // Collect reward for current Bounty and prepare for the next + void FinishActiveBounty(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + /** Blueprint implemented function called from c++, handles aesthetic changes to bounty display + based on data from ActiveBC and ActiveSBC */ + UFUNCTION(BlueprintImplementableEvent, Category = "bounty") + void UpdateBountyDisplay(); + + // Ran when a Side Bounty is completed and wants to update the active bounties checkpoints + UFUNCTION() + void SideBountyCompleted(int SideBountyIndex); + + UFUNCTION() + void DestroyActiveSideBounties(); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Sets default values for this actor's properties + ABountyDirector(); + + // ------ Getters ------ + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetBountyTitle() + { + return !IsValid(ActiveBounty) ? FString("N/A") : ActiveBounty->GetBountyTitle(); + } + + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetBountyDescription() + { + return !IsValid(ActiveBounty) ? FString("N/A") : ActiveBounty->GetBountyDesc(); + } + + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetSideBountyTitle(int SideBountyIndex) + { + return (SideBountyIndex > 2 || SideBountyIndex < 0 || !IsValid(ActiveSideBounties[SideBountyIndex])) ? FString("N/A") : ActiveSideBounties[SideBountyIndex]->GetBountyTitle(); + } + + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetSideBountyDescription(int SideBountyIndex) + { + return (SideBountyIndex > 2 || SideBountyIndex < 0 || !IsValid(ActiveSideBounties[SideBountyIndex])) ? FString("N/A") : ActiveSideBounties[SideBountyIndex]->GetBountyDesc(); + } + + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp new file mode 100644 index 00000000..630725e4 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "CheckpointClass.h" + +// Sets default values +ACheckpointClass::ACheckpointClass() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called when the game starts or when spawned +void ACheckpointClass::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void ACheckpointClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h new file mode 100644 index 00000000..6991181a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h @@ -0,0 +1,71 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "CheckpointClass.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedCheckpoint); + +UCLASS() +class ENDLESSVENDETTA_API ACheckpointClass : public AActor +{ + GENERATED_BODY() + + // ------ Properties set from Editor ------ + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + FString CheckpointDescription; + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + FVector WaypointLoc; + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + UTexture2D* WaypointIcon; + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + FTransform CheckpointSpawnTransform; + // ---------------------------------------- + + UFUNCTION(BlueprintCallable, Category = "Checkpoint") + void BroadcastCompletion() + { + UE_LOG(LogTemp, Warning, TEXT("Completed Checkpoint")); + CompletedCheckpoint.Broadcast(); + } + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + FCompletedCheckpoint CompletedCheckpoint; + + UPROPERTY(BlueprintReadOnly, Category = "Checkpoint") + bool Active = false; + + // ------ Getters for CP Properties ------ + FString GetCheckpointDesc() + { + return CheckpointDescription; + } + FVector GetWaypointLoc() + { + return WaypointLoc; + } + UTexture2D* GetWaypointIcon() + { + return WaypointIcon; + } + FTransform GetCheckpointSpawnTransform() + { + return CheckpointSpawnTransform; + } + // --------------------------------------- + + // Sets default values for this actor's properties + ACheckpointClass(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp new file mode 100644 index 00000000..7d63f3ba --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp @@ -0,0 +1,36 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "SideBountyClass.h" + +void ASideBountyClass::BeginPlay() +{ + Super::BeginPlay(); + + MinCPsRequiredForCompletion = 1; +} + +void ASideBountyClass::IncrementBountyCheckpoint() +{ + Super::IncrementBountyCheckpoint(); + + if (Completed) + { + + CompletedSideBounty.Broadcast(ActiveSBC_Index); + } +} + +void ASideBountyClass::DestroyCheckpoints() +{ + for (int i = 0; i < BountyCheckpoints.Num(); i++) + { + if (BountyCheckpoints[i] == nullptr) + { + continue; + } + + BountyCheckpoints[i]->Destroy(); + } +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h new file mode 100644 index 00000000..9c0dd1e2 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h @@ -0,0 +1,35 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BountyClass.h" +#include "SideBountyClass.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, SB_Index); + +UCLASS() +class ENDLESSVENDETTA_API ASideBountyClass : public ABountyClass +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, Category = "Side Bounty") + TMap> ReplacementCheckpoints; + +protected: + virtual void BeginPlay() override; + +public: + FCompletedSideBounty CompletedSideBounty; + + int ActiveSBC_Index; + + TMap> GetReplacementCheckpoints() + { + return ReplacementCheckpoints; + } + + virtual void IncrementBountyCheckpoint() override; + + void DestroyCheckpoints(); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 59310e24..448d805c 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -1,7 +1,6 @@ // Copyright Epic Games, Inc. All Rights Reserved. #include "EndlessVendettaCharacter.h" -#include "EndlessVendettaProjectile.h" #include "Animation/AnimInstance.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" @@ -16,10 +15,10 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter() { // Character doesnt have a rifle at start bHasRifle = false; - + // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); - + // Create a CameraComponent FirstPersonCameraComponent = CreateDefaultSubobject(TEXT("FirstPersonCamera")); FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); @@ -50,7 +49,17 @@ void AEndlessVendettaCharacter::BeginPlay() Subsystem->AddMappingContext(DefaultMappingContext, 0); } } - + AActor* GadgetManagerActor = GetWorld()->SpawnActor(GadgetManagerClass, GetActorLocation(), GetActorRotation()); + GadgetManager = Cast(GadgetManagerActor); + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules); + for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera"))) + { + UE_LOG(LogTemp, Warning, TEXT("An actor component with PlayersCamera tag has been found")); + GadgetManager->SpawnGadgets(Cast(PlayersCamera)); + break; + } + } //////////////////////////////////////////////////////////////////////////// Input @@ -69,9 +78,217 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* //Looking EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look); + + // Gadget Toggling + EnhancedInputComponent->BindAction(ReconAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleRecon); + EnhancedInputComponent->BindAction(CombatAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleCombat); + + //Weapon Switching + EnhancedInputComponent->BindAction(EquipPrimaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipPrimary); + EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipSecondary); + + //Weapon Shooting + EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller); } } +void AEndlessVendettaCharacter::ToggleRecon() +{ + if (IsValid(PrimaryWeapon)) EquipPrimary(); + if (IsValid(SecondaryWeapon)) EquipSecondary(); + + if (GadgetManager->IsReconEquipped()) + { + GadgetManager->TryToUnequipRecon(); + return; + } + + if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) + { + // Do nothing if combat is equipped and can't be unequipped at this moment + return; + } + + GadgetManager->EquipRecon(); +} + +void AEndlessVendettaCharacter::ToggleCombat() +{ + if (IsValid(PrimaryWeapon)) EquipPrimary(); + if (IsValid(SecondaryWeapon)) EquipSecondary(); + + if (GadgetManager->IsCombatEquipped()) + { + GadgetManager->TryToUnequipCombat(); + return; + } + + if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) + { + // Do nothing if recon is equipped and can't be unequipped at the moment + return; + } + + GadgetManager->EquipCombat(); +} + + +//When 1 is pressed it calls EquipPrimary +void AEndlessVendettaCharacter::EquipPrimary() +{ + if (IsValid(PrimaryWeapon)) + { + PrimaryWeapon->Destroy(); + PrimaryWeapon = nullptr; + bHasRifle = false; + return; + } + + if (IsValid(SecondaryWeapon)) EquipSecondary(); + + // Marcel I respect you, like you and what not, please for the love of god don't touch these two guard clauses + ///////////////////////////////////////////////////////////////////////////////////////////////////////////// + if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;///////////////////////// + if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;/////////////////////// + ///////////////////////////////////////////////////////////////////////////////////////////////////////////// + + FActorSpawnParameters spawnParams; + spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + + bHasRifle = true; + //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass + AActor* PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); + PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object + //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor + PrimaryWeapon = Cast(PrimaryWeaponActor); + + //If primary weapon is not there but secondary weapon is it will call equipSecondary. + //EquipSecondary checks and sees that secondary is there so it will call to destroy itself + //Code goes back and sees primary weapon is not there anymore and spawns it in. + //Same thing for the EquipSecondary() + + + // if (!IsValid(PrimaryWeapon)) + // { + // if (IsValid(SecondaryWeapon)) EquipSecondary(); + // + // UE_LOG(LogTemp, Display, TEXT("Primary equipped")); + // bHasRifle = true; + // FActorSpawnParameters spawnParams; + // spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + // FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + // //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass + // AActor* PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); + // PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + // //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object + // //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor + // PrimaryWeapon = Cast(PrimaryWeaponActor); + // + // } + // else if (IsValid(PrimaryWeapon)) + // { + // PrimaryWeapon->Destroy(); + // bHasRifle = false; + // } +} + +void AEndlessVendettaCharacter::EquipSecondary() +{ + if (IsValid(SecondaryWeapon)) + { + SecondaryWeapon->Destroy(); + SecondaryWeapon = nullptr; + bHasRifle = false; + return; + } + + if (IsValid(PrimaryWeapon)) EquipPrimary(); + + // Marcel I respect you, like you and what not, please for the love of god don't touch these two guard clauses + ///////////////////////////////////////////////////////////////////////////////////////////////////////////// + if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return;///////////////////////// + if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return;/////////////////////// + ///////////////////////////////////////////////////////////////////////////////////////////////////////////// + + FActorSpawnParameters spawnParams; + spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + + bHasRifle = true; + AActor* SecondaryWeaponActor = GetWorld()->SpawnActor(SecondaryWeaponClass, spawnParams); + SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + SecondaryWeapon = Cast(SecondaryWeaponActor); + + // if (!IsValid(SecondaryWeapon)) + // { + // if (IsValid(PrimaryWeapon)) EquipPrimary(); + // + // UE_LOG(LogTemp, Display, TEXT("Secondary equipped")); + // bHasRifle = true; + // FActorSpawnParameters spawnParams; + // spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + // FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + // AActor* SecondaryWeaponActor = GetWorld()->SpawnActor(SecondaryWeaponClass, spawnParams); + // SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + // SecondaryWeapon = Cast(SecondaryWeaponActor); + // } + // else if (IsValid(SecondaryWeapon)) + // { + // SecondaryWeapon->Destroy(); + // bHasRifle = false; + // } + +} + +//Calls the fire function in the baseWeaponClass +void AEndlessVendettaCharacter::TapFireCaller() +{ + UE_LOG(LogTemp, Warning, TEXT("Tap Fire")); + // if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon)) + // { + // PrimaryWeaponClass.GetDefaultObject()->TapFire(); + // } +} + +//POTENTIAL PICKUP SYSTEM NEEDS CHANGING BUT YES + +//Called from Player BluePrints +/*void AEndlessVendettaCharacter::WeaponPickUpSystem(AActor* PickedUpWeapon) +{ + ABaseWeaponClass* WeaponInWorld = Cast(PickedUpWeapon); + if(WeaponInWorld->IsA(ABaseWeaponClass::StaticClass())) + { + if(PrimaryWeapon) + { + UE_LOG(LogTemp, Display, TEXT("Primary Weapon Picked up")); + bHasRifle = true; + FVector loc = GetActorLocation() + FVector(-50, 0, 0); + FRotator rot = GetActorRotation(); + FActorSpawnParameters spawnParams; + spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + //WeaponInWorld = Cast(GetWorld()->SpawnActor(PrimaryWeapon, loc, rot, spawnParams)); + WeaponInWorld->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + WeaponInWorld->Destroy(); + + //for some reason the spawning of the weapon is broken to the players hand so need to fix this. + + // potentially add a varibable to check if its a secondary or priamry weapon being picked up + // add this in the baseweaponclass variable + } + } + if(WeaponInWorld->IsA(ABaseWeaponClass::StaticClass())) + { + if(SecondaryWeapon) + { + UE_LOG(LogTemp, Display, TEXT("Secondary Weapon Picked up")); + + } + } +}*/ + void AEndlessVendettaCharacter::Move(const FInputActionValue& Value) { @@ -99,6 +316,7 @@ void AEndlessVendettaCharacter::Look(const FInputActionValue& Value) } } + void AEndlessVendettaCharacter::SetHasRifle(bool bNewHasRifle) { bHasRifle = bNewHasRifle; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index 667db81c..cf41bef6 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -3,10 +3,14 @@ #pragma once #include "CoreMinimal.h" +#include "WeaponSystem/BaseWeaponClass.h" #include "GameFramework/Character.h" #include "InputActionValue.h" +#include "Components/ArrowComponent.h" +#include "GadgetSystem/GadgetManager.h" #include "EndlessVendettaCharacter.generated.h" +class UWeaponInventory; class UInputComponent; class USkeletalMeshComponent; class USceneComponent; @@ -39,6 +43,24 @@ class AEndlessVendettaCharacter : public ACharacter UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) class UInputAction* MoveAction; + // Gadget Actions + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + UInputAction* ReconAction; + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + UInputAction* CombatAction; + + /** Weapon Equip Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* EquipPrimaryWeapon; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* EquipSecondaryWeapon; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* TapShootAction; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* HoldShootAction; public: AEndlessVendettaCharacter(); @@ -46,6 +68,10 @@ public: protected: virtual void BeginPlay(); + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + TSubclassOf GadgetManagerClass; + AGadgetManager* GadgetManager; + public: /** Look Input Action */ @@ -64,6 +90,20 @@ public: UFUNCTION(BlueprintCallable, Category = Weapon) bool GetHasRifle(); + UPROPERTY(EditAnywhere, Category = "Weapons") + TSubclassOf PrimaryWeaponClass; + + UPROPERTY(EditAnywhere, Category = "Weapons") + TSubclassOf SecondaryWeaponClass; + + ABaseWeaponClass* PrimaryWeapon; + + ABaseWeaponClass* SecondaryWeapon; + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void TapFireCaller(); + + protected: /** Called for movement input */ void Move(const FInputActionValue& Value); @@ -71,6 +111,18 @@ protected: /** Called for looking input */ void Look(const FInputActionValue& Value); + void ToggleRecon(); + + void ToggleCombat(); + + void EquipPrimary(); + + void EquipSecondary(); + + //Called from Player BluePrints + //UFUNCTION(BlueprintCallable, Category = "Weapons") + //void WeaponPickUpSystem(AActor* PickedUpWeapon); + protected: // APawn interface virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; @@ -81,7 +133,6 @@ public: USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; } /** Returns FirstPersonCameraComponent subobject **/ UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; } - - + }; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.cpp b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.cpp similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.cpp rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.cpp diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.h b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.h similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.h rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.h diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.cpp similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.cpp rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.cpp diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.h b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.h similarity index 95% rename from EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.h rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.h index a59366e7..62b5655a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.h +++ b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.h @@ -4,7 +4,7 @@ #include "CoreMinimal.h" #include "Components/SphereComponent.h" -#include "EndlessVendettaCharacter.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" #include "TP_PickUpComponent.generated.h" // Declaration of the delegate that will be called when someone picks this up diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.cpp similarity index 98% rename from EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.cpp rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.cpp index bd7c0deb..50dfa1d8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.cpp @@ -2,7 +2,7 @@ #include "TP_WeaponComponent.h" -#include "EndlessVendettaCharacter.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" #include "EndlessVendettaProjectile.h" #include "GameFramework/PlayerController.h" #include "Camera/PlayerCameraManager.h" diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.h b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.h similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.h rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.h diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.cpp new file mode 100644 index 00000000..55976a01 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "CombatGadget.h" + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.h new file mode 100644 index 00000000..7175c889 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.h @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GadgetBase.h" +#include "CombatGadget.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API ACombatGadget : public AGadgetBase +{ + GENERATED_BODY() + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.cpp new file mode 100644 index 00000000..a028af77 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.cpp @@ -0,0 +1,92 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GadgetBase.h" + +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" + +// Sets default values +AGadgetBase::AGadgetBase() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called when the game starts or when spawned +void AGadgetBase::BeginPlay() +{ + Super::BeginPlay(); + + PlayerController = GetWorld()->GetFirstPlayerController(); +} + +// Called every frame +void AGadgetBase::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AGadgetBase::Equip() +{ + SetActorRelativeLocation(EquippedOffset); + Equipped = true; + + + + UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer()); + Subsystem->AddMappingContext(GadgetMappingContext, 2); + UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerController->InputComponent); + EnhancedInputComponent->BindAction(ActivateAction, ETriggerEvent::Started, this, &AGadgetBase::Activate); +} + +bool AGadgetBase::Unequip() +{ + if (GadgetInUse && !UnequippableWhenInUse) return false; + + SetActorRelativeLocation(UnequippedOffset); + Equipped = false; + + UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer()); + Subsystem->RemoveMappingContext(GadgetMappingContext); + UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerController->InputComponent); + EnhancedInputComponent->ClearActionBindings(); + + return true; +} + +void AGadgetBase::Activate() +{ + StartInUseTimer(); +} + +void AGadgetBase::FinishedUsing() +{ + UE_LOG(LogTemp, Warning, TEXT("Gadget is no longer being used")); + + GadgetInUse = false; + InUseHandle.Invalidate(); + + StartGadgetCooldown(); +} + +// -------------- Timers -------------- + +void AGadgetBase::StartGadgetCooldown() +{ + GadgetOnCooldown = true; + GetWorld()->GetTimerManager().SetTimer(CooldownHandle, this, &AGadgetBase::ReadyGadget, CooldownTime, false); +} + +void AGadgetBase::StartInUseTimer() +{ + UE_LOG(LogTemp, Warning, TEXT("Gadget In Use Timer Started")); + + GadgetInUse = true; + GetWorld()->GetTimerManager().SetTimer(InUseHandle, this, &AGadgetBase::FinishedUsing, GadgetMaxUptime, false); +} + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h new file mode 100644 index 00000000..a0b65dce --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h @@ -0,0 +1,93 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EnhancedInputSubsystemInterface.h" +#include "GameFramework/Actor.h" +#include "GadgetBase.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AGadgetBase : public AActor +{ + GENERATED_BODY() + + APlayerController* PlayerController; + + FTimerHandle CooldownHandle; + void StartGadgetCooldown(); + bool GadgetOnCooldown = false; + + FTimerHandle InUseHandle; + void StartInUseTimer(); + bool GadgetInUse = false; + + void ReadyGadget() + { + UE_LOG(LogTemp, Warning, TEXT("Gadget is now ready to be used again")); + GadgetOnCooldown = false; + } + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + FVector EquippedOffset = FVector(0, 0, 0); + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + FRotator GadgetRotation = FRotator(0, 0, 0); + + UPROPERTY(EditDefaultsOnly, CAtegory = "Gadget") + FVector UnequippedOffset = FVector(0, 0, -1000); + + UPROPERTY(EditDefaultsOnly, cATEGORY = "Gadget") + float GadgetMaxUptime; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + float CooldownTime; + + UPROPERTY(EditDefaultsOnly, CAtegory = "Gadget") + bool UnequippableWhenInUse = false; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + UInputMappingContext* GadgetMappingContext; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + UInputAction* ActivateAction; + + // Used by child classes to run custom gadget behaviour + virtual void Activate(); + + // Starts Cooldown and automatically unequips gadget, used by child classes to implement custom behaviour + virtual void FinishedUsing(); + + bool GadgetCantBeUsed() + { + return GadgetOnCooldown|| GadgetInUse; + } + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + bool Equipped = false; + + void Equip(); + + // Return true if unequip succeeds + bool Unequip(); + + FVector GetUnequippedOffset() + { + return UnequippedOffset; + } + + FRotator GetGadgetSpawnRotation() + { + return GadgetRotation; + } + // Sets default values for this actor's properties + AGadgetBase(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.cpp new file mode 100644 index 00000000..4e759791 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ExampleCombatClass.h" + +void AExampleCombatClass::BeginPlay() +{ + Super::BeginPlay(); + + SetActorTickEnabled(false); +} + + +void AExampleCombatClass::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + UE_LOG(LogTemp, Warning, TEXT("Example Combat is being used...")); +} + +void AExampleCombatClass::Activate() +{ + if (GadgetCantBeUsed()) return; + + Super::Activate(); + SetActorTickEnabled(true); +} + +void AExampleCombatClass::FinishedUsing() +{ + SetActorTickEnabled(false); + + Super::FinishedUsing(); +} \ No newline at end of file diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.h new file mode 100644 index 00000000..d53cfefb --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/GadgetSystem/CombatGadget.h" +#include "ExampleCombatClass.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AExampleCombatClass : public ACombatGadget +{ + GENERATED_BODY() + + virtual void BeginPlay() override; + + virtual void Tick(float DeltaSeconds) override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.cpp new file mode 100644 index 00000000..cfa574cf --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.cpp @@ -0,0 +1,35 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ExampleReconClass.h" + +void AExampleReconClass::BeginPlay() +{ + Super::BeginPlay(); + SetActorTickEnabled(false); +} + + +void AExampleReconClass::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + UE_LOG(LogTemp, Warning, TEXT("Example Recon is being used...")); +} + +void AExampleReconClass::Activate() +{ + if (GadgetCantBeUsed()) return; + + Super::Activate(); + SetActorTickEnabled(true); +} + +void AExampleReconClass::FinishedUsing() +{ + SetActorTickEnabled(false); + + Super::FinishedUsing(); +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.h new file mode 100644 index 00000000..7abc52af --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.h @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/GadgetSystem/ReconGadget.h" +#include "ExampleReconClass.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AExampleReconClass : public AReconGadget +{ + GENERATED_BODY() + + virtual void BeginPlay() override; + + virtual void Tick(float DeltaSeconds) override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp new file mode 100644 index 00000000..34e523ae --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp @@ -0,0 +1,55 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "VisionLink.h" + +void AVisionLink::BeginPlay() +{ + Super::BeginPlay(); + SetActorTickEnabled(false); + CooldownLength = CooldownTime; + InUseDuration = GadgetMaxUptime; + + if (NumberOfPingPulses <= 0 ) NumberOfPingPulses = 1; + TimeInbetweenPingPulses = GadgetMaxUptime / (float)NumberOfPingPulses; +} + +void AVisionLink::Activate() +{ + if (GadgetCantBeUsed()) return; + + Super::Activate(); + + NumOfPingPulsesLeftInThisCycle = NumberOfPingPulses; + VisionLinkActivated(); + SendOutPingPulse(); +} + +void AVisionLink::FinishedUsing() +{ + VisionLinkRecharging(); + + Super::FinishedUsing(); +} + +void AVisionLink::SendOutPingPulse() +{ + NumOfPingPulsesLeftInThisCycle--; + UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle); + if (NumOfPingPulsesLeftInThisCycle < 0) return; + + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + FVector SpawnLoc = (GetActorLocation() - EquippedOffset) + EnemyLOSTestActor.GetDefaultObject()->SpawnOffset; + + AActor* LOSTestActor = GetWorld()->SpawnActor(EnemyLOSTestActor, SpawnLoc, GetActorRotation(), SpawnParams); + TArray EmptyFStringArray; + Cast(LOSTestActor)->TestLOS(EmptyFStringArray, GetOwner()); + + UE_LOG(LogTemp, Warning, TEXT("Ping Pulse!")); + GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false); + PlayPingPulseAnim(TimeInbetweenPingPulses); +} + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.h new file mode 100644 index 00000000..fa5ac3e9 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.h @@ -0,0 +1,59 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "VisionLinkEnemyLOSTest.h" +#include "EndlessVendetta/GadgetSystem/ReconGadget.h" +#include "VisionLink.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AVisionLink : public AReconGadget +{ + GENERATED_BODY() + + int NumOfPingPulsesLeftInThisCycle; + + float TimeInbetweenPingPulses; + + FTimerHandle PulseHandle; + + void SendOutPingPulse(); + + virtual void BeginPlay() override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + int NumberOfPingPulses = 1; + + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + TSubclassOf EnemyLOSTestActor; + + UPROPERTY(BlueprintReadOnly, Category = "Vision Link") + float CooldownLength; + + UPROPERTY(BlueprintReadOnly, Category = "Vision Link") + float InUseDuration; + + // Updates UI with time to next Pulse + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void PlayPingPulseAnim(float PulseDuration); + + // Updates UI with pulses remaining + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void UpdatePulsesRemaining(int PulsesRemaining); + + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void VisionLinkActivated(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void VisionLinkRecharging(); + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.cpp new file mode 100644 index 00000000..b81b4d54 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.cpp @@ -0,0 +1,71 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "VisionLinkEnemyLOSTest.h" + +#include "Components/BoxComponent.h" +#include "Kismet/KismetMathLibrary.h" + +// Sets default values +AVisionLinkEnemyLOSTest::AVisionLinkEnemyLOSTest() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called when the game starts or when spawned +void AVisionLinkEnemyLOSTest::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AVisionLinkEnemyLOSTest::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AVisionLinkEnemyLOSTest::TestLOS(TArray EnemiesInLink, AActor* LOSActor) +{ + // Get all overlapping Actors + UBoxComponent* CollisionBox = Cast(GetComponentByClass(UBoxComponent::StaticClass())); + if (!IsValid(CollisionBox)) + { + Destroy(); + return; + } + TArray OverlappingEnemies; + CollisionBox->GetOverlappingActors(OverlappingEnemies); + if (OverlappingEnemies.IsEmpty()) + { + Destroy(); + return; + } + + for (int i = 0; i < OverlappingEnemies.Num(); i++) + { + UE_LOG(LogTemp, Warning, TEXT("Overlapping Enemy Name: %s"), *OverlappingEnemies[i]->GetName()); + // Overlapping Enemies Array should only contain enemies which aren't already in the link + if (!OverlappingEnemies[i]->ActorHasTag(FName("Enemy")) || EnemiesInLink.Contains(OverlappingEnemies[i]->GetName())) OverlappingEnemies.RemoveAt(i); + } + if (OverlappingEnemies.IsEmpty()) + { + Destroy(); + return; + } + + for (AActor* Enemy : OverlappingEnemies) + { + FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation()); + UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw); + } + + Destroy(); + + +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.h new file mode 100644 index 00000000..c9d6b81a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.h @@ -0,0 +1,30 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "VisionLinkEnemyLOSTest.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AVisionLinkEnemyLOSTest : public AActor +{ + GENERATED_BODY() + + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + FVector SpawnOffset = FVector(0, 0, 0 ); + + // Sets default values for this actor's properties + AVisionLinkEnemyLOSTest(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + void TestLOS(TArray EnemiesInLink, AActor* LOS_Actor); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp new file mode 100644 index 00000000..8f7c6aa0 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp @@ -0,0 +1,47 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GadgetManager.h" + +// Sets default values +AGadgetManager::AGadgetManager() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + +} + +// Called when the game starts or when spawned +void AGadgetManager::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AGadgetManager::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AGadgetManager::SpawnGadgets(USceneComponent* PlayersCameraComponent) +{ + if (!IsValid(ReconClass) || !IsValid(CombatClass)) UE_LOG(LogTemp, Fatal, TEXT("Recon or Combat class hasn't been set")); + + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + const FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + + AActor* SpawnedActor = GetWorld()->SpawnActor(ReconClass, GetActorLocation(), GetActorRotation(), SpawnParams); + ReconGadget = Cast(SpawnedActor); + SpawnedActor->AttachToComponent(PlayersCameraComponent, AttachmentRules); + SpawnedActor->SetActorRelativeLocation(ReconGadget->GetUnequippedOffset()); + SpawnedActor->SetActorRelativeRotation(ReconGadget->GetGadgetSpawnRotation()); + + SpawnedActor = GetWorld()->SpawnActor(CombatClass, GetActorLocation(), GetActorRotation(), SpawnParams); + CombatGadget = Cast(SpawnedActor); + SpawnedActor->AttachToComponent(PlayersCameraComponent, AttachmentRules); + SpawnedActor->SetActorRelativeLocation(CombatGadget->GetUnequippedOffset()); + SpawnedActor->SetActorRelativeRotation(CombatGadget->GetGadgetSpawnRotation()); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h new file mode 100644 index 00000000..686b2516 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h @@ -0,0 +1,69 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "CombatGadget.h" +#include "ReconGadget.h" +#include "GameFramework/Actor.h" +#include "GadgetManager.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AGadgetManager : public AActor +{ + GENERATED_BODY() + + AReconGadget* ReconGadget; + ACombatGadget* CombatGadget; + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + TSubclassOf ReconClass; + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + TSubclassOf CombatClass; + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + void SpawnGadgets(USceneComponent* PlayersCameraComponent); + + // Sets default values for this actor's properties + AGadgetManager(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + void EquipRecon() + { + ReconGadget->Equip(); + } + + void EquipCombat() + { + CombatGadget->Equip(); + } + + bool IsReconEquipped() + { + return ReconGadget->Equipped; + } + + bool IsCombatEquipped() + { + return CombatGadget->Equipped; + } + + bool TryToUnequipRecon() + { + if (ReconGadget->Equipped) return ReconGadget->Unequip(); + return false; + } + + bool TryToUnequipCombat() + { + if (CombatGadget->Equipped) return CombatGadget->Unequip(); + return false; + } + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.cpp new file mode 100644 index 00000000..03c10623 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ReconGadget.h" + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.h new file mode 100644 index 00000000..7122d3bb --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.h @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GadgetBase.h" +#include "ReconGadget.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AReconGadget : public AGadgetBase +{ + GENERATED_BODY() + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp new file mode 100644 index 00000000..0d14f19d --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -0,0 +1,66 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BaseWeaponClass.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "Components/CapsuleComponent.h" +#include "Kismet/GameplayStatics.h" + + +// Sets default values +ABaseWeaponClass::ABaseWeaponClass() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; +} + +// Called when the game starts or when spawned +void ABaseWeaponClass::BeginPlay() +{ + Super::BeginPlay(); + + // Attempt to find the player character + APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0); + player = Cast(PlayerController->GetCharacter()); + if (PlayerController) + { + if (player) + { + UE_LOG(LogTemp, Display, TEXT("BeginPlay: Player found.")); + } + else + { + UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player not found.")); + } + } + else + { + UE_LOG(LogTemp, Error, TEXT("BeginPlay: Player controller not found.")); + } +} + +// Called every frame +void ABaseWeaponClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +void ABaseWeaponClass::TapFire() +{ + FHitResult outHit; + FVector traceStart; + FVector traceEnd; + traceStart = player->GetActorLocation(); + traceEnd = traceStart + (player->GetActorForwardVector() * 50); + UE_LOG(LogTemp, Display, TEXT("World: %s"), *GetWorld()->GetName()); + FCollisionQueryParams collisionParams; + GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); + + //Debug line to see where the trace hit + DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, true); + if (outHit.bBlockingHit) + { + UE_LOG(LogTemp, Display, TEXT("Hit something")); + } + UE_LOG(LogTemp, Display, TEXT("BOOMBOOMBIMBAMBIM")); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h new file mode 100644 index 00000000..2fc1219a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -0,0 +1,58 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "WeaponItemClass.h" +#include "BaseWeaponClass.generated.h" + +class AEndlessVendettaCharacter; +class UCapsuleComponent; + +UCLASS() +class ENDLESSVENDETTA_API ABaseWeaponClass : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + ABaseWeaponClass(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + UPROPERTY(EditAnywhere) + FName WeaponName; + + UPROPERTY(EditAnywhere) + int WeaponDamage; + + UPROPERTY(EditAnywhere) + float FireRate; + + UPROPERTY(EditAnywhere) + int MagazineSize; + + UPROPERTY(EditAnywhere) + UTexture2D* WeaponImage; + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void TapFire(); + + UPROPERTY(VisibleAnywhere) + ACharacter* player; + + + + + //Add HoldFire functionality after pistol is complete for holding fire for pistol and make it start spraying innacuratly. + + // UFUNCTION(BlueprintCallable, Category = "Weapons") + // void HoldFire(); + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp new file mode 100644 index 00000000..c40b9fdc --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp @@ -0,0 +1,26 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "PistolClass.h" + + +// Sets default values +APistolClass::APistolClass() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; +} + +// Called when the game starts or when spawned +void APistolClass::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void APistolClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h new file mode 100644 index 00000000..4ad676b2 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseWeaponClass.h" +#include "PistolClass.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API APistolClass : public ABaseWeaponClass +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + APistolClass(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.cpp new file mode 100644 index 00000000..32f68147 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.cpp @@ -0,0 +1,39 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "WeaponItemClass.h" + + +// Sets default values +AWeaponItemClass::AWeaponItemClass() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; +} + +// Called when the game starts or when spawned +void AWeaponItemClass::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AWeaponItemClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +//Called from WeaponInventory actor component class +void AWeaponItemClass::Equip() +{ + GetWorld(); + UE_LOG(LogTemp, Display, TEXT("World Player is in: %s"), GetWorld()); +} + +//Called from WeaponInventory actor component class +void AWeaponItemClass::Unequip(ABaseWeaponClass* PickedUpWeapon) +{ + //same as equip but +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.h new file mode 100644 index 00000000..0ab0f0a6 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.h @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "WeaponItemClass.generated.h" + +class ABaseWeaponClass; + +UCLASS() +class ENDLESSVENDETTA_API AWeaponItemClass : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AWeaponItemClass(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + UFUNCTION() + void Equip(); + + UFUNCTION() + void Unequip(ABaseWeaponClass* PickedUpWeapon); + +};