Updated GunShooting to fix grabbing forward vector of guncomp

This commit is contained in:
MARCEL HARA 2023-10-02 14:27:47 +01:00
parent 5743e885e0
commit fed24de414
8 changed files with 81 additions and 12 deletions

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@ -1,3 +1,3 @@
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@ -89,7 +89,8 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent*
//Weapon Shooting
EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
EnhancedInputComponent->BindAction(HoldShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::TapFireCaller);
EnhancedInputComponent->BindAction(HoldShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::HoldFireCaller);
//EnhancedInputComponent->BindAction(HoldShootAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::CancelFire);
}
}
@ -197,10 +198,28 @@ void AEndlessVendettaCharacter::EquipSecondary()
void AEndlessVendettaCharacter::TapFireCaller()
{
UE_LOG(LogTemp, Warning, TEXT("Tap Fire"));
if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon))
if (IsValid(PrimaryWeapon))
{
PrimaryWeapon->TapFire();
PrimaryWeapon->TapFire();
}
if (IsValid(SecondaryWeapon))
{
SecondaryWeapon->TapFire();
}
}
void AEndlessVendettaCharacter::HoldFireCaller()
{
UE_LOG(LogTemp, Warning, TEXT("Hold Fire"));
if (IsValid(PrimaryWeapon) || IsValid(SecondaryWeapon))
{
PrimaryWeapon->HoldFire();
}
}
void AEndlessVendettaCharacter::CancelFire()
{
PrimaryWeapon->CancelFire();
}

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@ -103,6 +103,11 @@ public:
UFUNCTION(BlueprintCallable, Category = "Weapons")
void TapFireCaller();
UFUNCTION(BlueprintCallable, Category = "Weapons")
void HoldFireCaller();
void CancelFire();
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);

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@ -37,9 +37,44 @@ void ABaseWeaponClass::Tick(float DeltaTime)
Super::Tick(DeltaTime);
}
void ABaseWeaponClass::ClickDetectionTimer()
{
if (GetWorldTimerManager().IsTimerActive(timerHandle))
{
return;
}
GetWorldTimerManager().SetTimer(timerHandle, this, &ABaseWeaponClass::TapFire, 1 / FireRate, false);
}
void ABaseWeaponClass::CancelFire()
{
GetWorldTimerManager().ClearTimer(timerHandle);
}
void ABaseWeaponClass::TapFire()
{
FTimerHandle timerHandle;
FHitResult outHit;
FVector traceStart;
FVector traceEnd;
traceStart = GunStartArrow->GetComponentLocation();
traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
FCollisionQueryParams collisionParams;
collisionParams.AddIgnoredActor(player);
collisionParams.AddIgnoredActor(this);
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
//Debug line to see where the trace hit
DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, true, 500.0f, 0U, 5.f);
if (outHit.bBlockingHit)
{
UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
}
}
void ABaseWeaponClass::HoldFire()
{
FHitResult outHit;
FVector traceStart;
FVector traceEnd;
@ -48,7 +83,6 @@ void ABaseWeaponClass::TapFire()
FCollisionQueryParams collisionParams;
collisionParams.AddIgnoredActor(player);
collisionParams.AddIgnoredActor(this);
GetWorldTimerManager().SetTimer(timerHandle, 1 / FireRate, false, 1.0f);
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
//Debug line to see where the trace hit
@ -56,6 +90,5 @@ void ABaseWeaponClass::TapFire()
if (outHit.bBlockingHit)
{
UE_LOG(LogTemp, Display, TEXT("hit item: %s"), *outHit.GetActor()->GetName());
}
}

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@ -45,9 +45,21 @@ public:
UFUNCTION(BlueprintCallable, Category = "Weapons")
void TapFire();
UFUNCTION(BlueprintCallable, Category = "Weapons")
void HoldFire();
UFUNCTION(BlueprintCallable, Category = "Weapons")
void ClickDetectionTimer();
void CancelFire();
UPROPERTY(VisibleAnywhere)
ACharacter* player;
FTimerHandle timerHandle;
bool bFirstBulletShot = false;
private:
UArrowComponent* GunStartArrow;