diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset index d62958e4..ef248e2a 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/AssaultRifles/BP_BaseAssaultRifle.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:fc4caf67df37627a19c4b9f2c464d84cb293574db45f018458c0d59e0a15ba1a -size 37750 +oid sha256:cff6a88ce5641de43b7168dbe156dc6c743108fd4fe22dd89647224cdc5249fc +size 37804 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset index e4f50596..eb786d5b 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/BP_BaseWeapon.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:77b4872fd2fde68620f3fb539222718cbe2c66160a956c6373d3650c58a9bf88 -size 29117 +oid sha256:c12dd919c67095a4cdc8439b9a0e8c25d5d65566abbd657d7b43bcdf6dac24b8 +size 29704 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset index 1a6ea0df..ea240160 100644 --- a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/BP_BasePistolWeapon.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:668c94fe648e9fde608e3a07b193f42087fddc44d0e76ec3e4705be642f78679 -size 29493 +oid sha256:71b1463641785fe268bbea7f26c1e1d12cb0703f47b2ec1c50afd19ed3f061ed +size 30046 diff --git a/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset new file mode 100644 index 00000000..6fa60a25 --- /dev/null +++ b/EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/WeaonRecoil/AssaultRecoilPattern.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5f4479a0f7cd596b9f9d263ba4898b07487d8e065ec43bd14dd4ea87d239695d +size 2006 diff --git a/EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/0/3Z/SNIBJQL2L6YHSC7MTTK1C2.uasset b/EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/0/3Z/SNIBJQL2L6YHSC7MTTK1C2.uasset index 3f91ee89..82931fab 100644 --- a/EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/0/3Z/SNIBJQL2L6YHSC7MTTK1C2.uasset +++ b/EndlessVendetta/Content/__ExternalActors__/FirstPerson/Maps/GunMechanicTester/0/3Z/SNIBJQL2L6YHSC7MTTK1C2.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f9dd9531bbf28069122709420605ec7c6478ddea44b642b28f016b2349a05597 +oid sha256:1beca35b5b67f492442adf27a1933f51133cce10ed01c3ae69b21a371efe6c4e size 5061 diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp index 92a56a31..170ad5ab 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -44,9 +44,81 @@ void ABaseWeaponClass::BeginPlay() void ABaseWeaponClass::Tick(float DeltaTime) { Super::Tick(DeltaTime); - + + if (player) + { + ApplyRecoil(DeltaTime); + } } + + + +// Recoil Handling // +void ABaseWeaponClass::GenerateRecoilVector() +{ + float angle = FMath::RandRange(recoilMaxAngleLeft, -recoilMaxAngleRight); //randomg recoil vector angle between left and right + float recMag = recoilMagnitude * 252.f; //converting degrees to controller units + float tempMag = -FMath::RandRange(recMag * recoilMinMultiplier, recMag); // recoil magnitude + + recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle)); + recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle)); + + //scaling direction to magnitude + recoilResultPitch *= -tempMag; + recoilResultYaw *= tempMag; + + //reset recoil to 0 of curve + recoilTime = 0; +} + +void ABaseWeaponClass::ApplyRecoil(float DeltaTime) +{ + if (recoilTime < 0.3) + { + float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time + recoilTime += DeltaTime; + player->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); + player->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); + UpdateSamples(amplitude, recoilTime); + } +} + +void ABaseWeaponClass::nullSamples() +{ + recoilCurvet = 0; + recoilCurvez1 = 0; +} + +float ABaseWeaponClass::GetRecoilPitch(float Amp, float Time) +{ + //Using the trapez method and we are getting the surface under the curve, each trapezoid consist of square and right triangle + float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp; //get which point is common for both triangle and square of trapezoid + //lower point + float mult = (Time - recoilCurvet) * lower; //getting surface of square + mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f; //getting and adding surface of triangle + return (recoilResultPitch * mult) / playerControllerRef->InputPitchScale_DEPRECATED; //calculating and return recoil force for current frame +} + + +//Same as getrecoilpitch +float ABaseWeaponClass::GetRecoilYaw(float Amp, float Time) +{ + float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp; + float mult = (Time - recoilCurvet) * lower; + + mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f; + return (recoilResultYaw * mult) / playerControllerRef->InputYawScale_DEPRECATED; +} + +void ABaseWeaponClass::UpdateSamples(float Amp, float Time) +{ + recoilCurvez1 = Amp; + recoilCurvet = Time; +} + + +// Fire handling // void ABaseWeaponClass::ClickDetectionTimer() { GetWorldTimerManager().SetTimer(timerHandle, this, &ABaseWeaponClass::Fire, 1 / FireRate, false); @@ -57,7 +129,6 @@ void ABaseWeaponClass::CancelFire() GetWorldTimerManager().ClearTimer(timerHandle); } - void ABaseWeaponClass::Fire() { //do damage fallof based off distance @@ -77,6 +148,7 @@ void ABaseWeaponClass::Fire() //Debug line to see where the trace hit DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Red, false, 5.0f, 0U, 2.5f); playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); + GenerateRecoilVector(); ClickDetectionTimer(); if (outHit.bBlockingHit) { diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h index a32c90bc..b7e3b654 100644 --- a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -24,6 +24,23 @@ protected: // Called when the game starts or when spawned virtual void BeginPlay() override; + void GenerateRecoilVector(); + + void ApplyRecoil(float DeltaTime); + + void nullSamples(); + + //recoil previous curve + float recoilCurvez1 = 0; + + //recoil previous curve time + float recoilCurvet = 0; + + float recoilTime = 0; + + float recoilResultPitch = 0; + float recoilResultYaw = 0; + public: // Called every frame virtual void Tick(float DeltaTime) override; @@ -64,6 +81,33 @@ public: UPROPERTY(EditAnywhere) TSubclassOf CameraShakeClass; + /* How far the gun goes up*/ + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMagnitude; + + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMaxAngleLeft; + + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMaxAngleRight; + + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMinMultiplier; + + UPROPERTY(EditAnywhere, Category = "Recoil") + class UCurveFloat* RecoilCurve; + + UFUNCTION(BlueprintCallable, Category = "Recoil") + float GetRecoilPitch(float Amp, float Time); + + UFUNCTION(BlueprintCallable, Category = "Recoil") + float GetRecoilYaw(float Amp, float Time); + + UFUNCTION(BlueprintCallable, Category = "Recoil") + void UpdateSamples(float Amp, float Time); + + + private: UArrowComponent* GunStartArrow;