2022-12-13 05:11:56 +01:00
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PlayerCharacter.h"
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// You can remove these, this is just to get intellisense to work
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2023-06-29 19:10:31 +02:00
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#include <string>
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2023-06-27 23:17:03 +02:00
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#include <Components/CapsuleComponent.h>
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2023-06-28 23:58:58 +02:00
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#include <Kismet/GameplayStatics.h>
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2023-06-27 23:17:03 +02:00
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2022-12-13 05:11:56 +01:00
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#include "InputTriggers.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "InputMappingContext.h"
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2023-02-03 02:31:23 +01:00
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#include "EnemyCharacter.h"
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2023-09-18 03:28:31 +02:00
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#include "WeaponThrowable.h"
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2023-09-13 15:55:56 +02:00
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2023-02-03 02:31:23 +01:00
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2022-12-13 05:11:56 +01:00
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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// Sets default values
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APlayerCharacter::APlayerCharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.SetTickFunctionEnable(true);
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PrimaryActorTick.bStartWithTickEnabled = true;
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//bUseControllerRotationPitch = true;
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//bUseControllerRotationYaw = true;
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//bUseControllerRotationRoll = false;
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// Setup the camera boom
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2023-07-18 23:21:28 +02:00
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CameraSpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArmComponent"));
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CameraSpringArmComponent->SetupAttachment(RootComponent);
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CameraSpringArmComponent->bDoCollisionTest = true;
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CameraSpringArmComponent->bUsePawnControlRotation = true;
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CameraSpringArmComponent->TargetArmLength = 350.0f;
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CameraSpringArmComponent->bEnableCameraLag = true;
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CameraSpringArmComponent->CameraLagSpeed = 10.0f;
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CameraSpringArmComponent->SocketOffset = {0.0f, 75.0f, 110.0f};
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2022-12-13 05:11:56 +01:00
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// Setup the camera component
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
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2023-07-18 23:21:28 +02:00
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CameraComponent->SetupAttachment(CameraSpringArmComponent, USpringArmComponent::SocketName);
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2022-12-13 05:11:56 +01:00
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CameraComponent->bUsePawnControlRotation = false;
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2023-06-23 22:06:18 +02:00
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CameraComponent->SetRelativeRotation({-5.0f, 0.0f, 0.0f});
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2022-12-13 05:11:56 +01:00
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2023-07-18 23:21:28 +02:00
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// Setup the camera sights boom
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CameraADSSpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraADSSpringArmComponent"));
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CameraADSSpringArmComponent->SetupAttachment(RootComponent);
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CameraADSSpringArmComponent->bDoCollisionTest = true;
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CameraADSSpringArmComponent->bUsePawnControlRotation = true;
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CameraADSSpringArmComponent->TargetArmLength = 100.0f;
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CameraADSSpringArmComponent->bEnableCameraLag = false;
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CameraADSSpringArmComponent->SocketOffset = {0.0f, 50.0f, 75.0f};
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2022-12-13 05:11:56 +01:00
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// Setup the character movement
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UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
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CharacterMovementComponent->AirControl = 1.0f;
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CharacterMovementComponent->bOrientRotationToMovement = true;
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2023-01-17 00:13:24 +01:00
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2023-02-16 19:27:34 +01:00
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// Setup the character perception component
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PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
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PerceptionSource->bAutoRegister = true;
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2023-09-20 02:57:37 +02:00
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2023-01-17 00:13:24 +01:00
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this->Tags.Add(FName("Player"));
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2022-12-13 05:11:56 +01:00
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}
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// Called when the game starts or when spawned
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void APlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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DefaultMovementSpeed = GetCharacterMovement()->MaxWalkSpeed;
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2023-01-17 00:13:24 +01:00
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2023-07-26 23:43:29 +02:00
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AimSensitivity = DefaultAimSensitivity;
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2023-01-17 00:13:24 +01:00
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if (!this->ActorHasTag(FName("Player")))
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{
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this->Tags.Add(FName("Player"));
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}
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2023-02-06 02:07:01 +01:00
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if (PlayerHUD)
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{
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currentPlayerHUD = UUserWidget::CreateWidgetInstance(*GetWorld(), PlayerHUD, FName("PLayer HUD"));
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if (currentPlayerHUD)
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{
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currentPlayerHUD->AddToViewport();
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}
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}
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2023-09-26 00:00:56 +02:00
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if (PauseMenuWidget)
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{
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currentPauseMenuWidget = CreateWidget<UUserWidget>(GetWorld(), PauseMenuWidget);
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}
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2022-12-13 05:11:56 +01:00
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}
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2023-06-28 23:58:58 +02:00
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void APlayerCharacter::Destroyed()
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{
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2023-06-29 19:10:31 +02:00
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FString map = GetWorld()->GetMapName();
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map.RemoveFromStart("UEDPIE_0_"); // We have to remove this for reason, I don't fully understand at the moment
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UGameplayStatics::OpenLevel(this, FName(map), false);
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2023-06-28 23:58:58 +02:00
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2023-06-29 19:10:31 +02:00
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Super::Destroyed();
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2023-06-28 23:58:58 +02:00
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}
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2022-12-13 05:11:56 +01:00
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// Called every frame
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void APlayerCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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if (APlayerController* PC = Cast<APlayerController>(GetController()))
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{
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2023-06-23 22:06:18 +02:00
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = ULocalPlayer::GetSubsystem<
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UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
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2022-12-13 05:11:56 +01:00
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{
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if (!InputMappingContext.IsNull())
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{
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InputSystem->AddMappingContext(InputMappingContext.LoadSynchronous(), MappingPriority);
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}
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}
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}
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if (UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent))
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{
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if (MovementAction)
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{
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Input->BindAction(MovementAction, ETriggerEvent::Triggered, this, &APlayerCharacter::MovementCallback);
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}
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if (LookAction)
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{
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Input->BindAction(LookAction, ETriggerEvent::Triggered, this, &APlayerCharacter::LookCallback);
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}
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if (JumpAction)
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{
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Input->BindAction(JumpAction, ETriggerEvent::Triggered, this, &APlayerCharacter::JumpCallback);
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}
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if (FireAction)
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{
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2023-01-13 22:11:07 +01:00
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Input->BindAction(FireAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginFireCallback);
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Input->BindAction(FireAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndFireCallback);
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2022-12-13 05:11:56 +01:00
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}
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if (QuitAction)
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{
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2023-02-06 02:30:57 +01:00
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Input->BindAction(QuitAction, ETriggerEvent::Completed, this, &APlayerCharacter::QuitCallback);
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2022-12-13 05:11:56 +01:00
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}
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if (SprintAction)
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{
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Input->BindAction(SprintAction, ETriggerEvent::Started, this, &APlayerCharacter::SetSprintingCallback);
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Input->BindAction(SprintAction, ETriggerEvent::Completed, this, &APlayerCharacter::SetWalkingCallback);
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}
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2023-01-05 02:53:32 +01:00
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if (WeaponSwitchingAction)
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{
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2023-06-23 22:06:18 +02:00
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Input->BindAction(WeaponSwitchingAction, ETriggerEvent::Triggered, this,
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&APlayerCharacter::WeaponSwitchingCallback);
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2023-01-05 02:53:32 +01:00
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}
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2023-07-18 23:21:28 +02:00
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if (AimDownSightsAction)
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{
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Input->BindAction(AimDownSightsAction, ETriggerEvent::Started, this,
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&APlayerCharacter::BeginAimDownSightsCallback);
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Input->BindAction(AimDownSightsAction, ETriggerEvent::Completed, this,
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&APlayerCharacter::EndAimDownSightsCallback);
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}
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2023-09-13 00:39:05 +02:00
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2023-09-13 15:55:56 +02:00
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if (ThrowWeaponAction)
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2023-09-13 00:39:05 +02:00
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{
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2023-09-13 15:55:56 +02:00
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Input->BindAction(ThrowWeaponAction, ETriggerEvent::Started, this, &APlayerCharacter::ThrowWeaponCallback);
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}
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if (ThrowExplosiveAction)
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{
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Input->BindAction(ThrowExplosiveAction, ETriggerEvent::Started, this,
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&APlayerCharacter::ThrowExplosiveCallback);
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2023-09-13 00:39:05 +02:00
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}
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2023-09-26 00:00:32 +02:00
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if (PauseAction)
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{
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Input->BindAction(PauseAction, ETriggerEvent::Completed, this, &APlayerCharacter::PauseCallback);
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}
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2022-12-13 05:11:56 +01:00
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}
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}
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void APlayerCharacter::MovementCallback(const FInputActionInstance& Instance)
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{
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FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
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if (vec2.Size() != 0.0f)
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{
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AddMovementInput(GetActorForwardVector(), vec2.Y);
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AddMovementInput(GetActorRightVector(), vec2.X);
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}
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}
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void APlayerCharacter::LookCallback(const FInputActionInstance& Instance)
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{
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FVector2D vec2 = Instance.GetValue().Get<FVector2D>();
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if (vec2.Size() != 0.0f)
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{
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2023-07-26 23:43:29 +02:00
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AddControllerYawInput(vec2.X * AimSensitivity * GetWorld()->GetDeltaSeconds());
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AddControllerPitchInput((vec2.Y * (-1.0f)) * AimSensitivity * GetWorld()->GetDeltaSeconds());
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2022-12-13 05:11:56 +01:00
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}
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}
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void APlayerCharacter::JumpCallback(const FInputActionInstance& Instance)
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{
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Jump();
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}
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2023-01-13 22:11:07 +01:00
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void APlayerCharacter::BeginFireCallback(const FInputActionInstance& Instance)
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2022-12-13 05:11:56 +01:00
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{
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2023-06-23 22:06:18 +02:00
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if (CurrentWeapon == nullptr || CurrentWeapon->GetCurrentWeaponStatus()->GetValue() != Idle)
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2023-01-13 22:11:07 +01:00
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{
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return;
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}
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2022-12-13 05:11:56 +01:00
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2023-09-23 22:10:15 +02:00
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if (CurrentWeapon->GetAmmoCount() == 0)
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{
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ThrowWeaponCallback();
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return;
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}
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2023-01-13 22:11:07 +01:00
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IsFiring = true;
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OnFire();
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2023-01-24 03:54:17 +01:00
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if (CurrentWeapon == nullptr)
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{
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return;
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}
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2023-01-13 22:11:07 +01:00
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if (CurrentWeapon->GetWeaponProperties()->IsAutomatic)
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{
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2023-06-23 22:06:18 +02:00
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GetWorldTimerManager().SetTimer(CooldownTimerHandle, this, &APlayerCharacter::WeaponCooldownHandler,
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CurrentWeapon->GetWeaponProperties()->WeaponCooldown, true);
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GetWorldTimerManager().SetTimer(FireTimerHandle, this, &APlayerCharacter::OnFire,
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CurrentWeapon->GetWeaponProperties()->WeaponCooldown, true);
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2023-01-13 22:11:07 +01:00
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}
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else
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{
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2023-06-23 22:06:18 +02:00
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GetWorldTimerManager().SetTimer(CooldownTimerHandle, this, &APlayerCharacter::WeaponCooldownHandler,
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CurrentWeapon->GetWeaponProperties()->WeaponCooldown, true);
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2023-01-13 22:11:07 +01:00
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}
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}
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void APlayerCharacter::EndFireCallback(const FInputActionInstance& Instance)
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{
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IsFiring = false;
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2022-12-13 05:11:56 +01:00
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}
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void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
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{
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2023-02-06 02:30:57 +01:00
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// TODO: Add platform specific Exit requests
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// This is not a bit deal for the moment as we are only building for windows
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// For some reason the generic version does not work the same as FWindowsPlatformMisc
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FWindowsPlatformMisc::RequestExit(false);
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2022-12-13 05:11:56 +01:00
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}
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void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
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{
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2023-07-25 22:34:04 +02:00
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IsSpriting = true;
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SetMovementSpeed();
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2022-12-13 05:11:56 +01:00
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}
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void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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{
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2023-07-25 22:34:04 +02:00
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IsSpriting = false;
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SetMovementSpeed();
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2022-12-13 05:11:56 +01:00
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}
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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2023-07-24 20:09:59 +02:00
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// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
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FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
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TraceParams.bReturnPhysicalMaterial = true;
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2022-12-13 05:11:56 +01:00
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// Set up randomness
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const int32 RandomSeed = FMath::Rand();
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FRandomStream WeaponRandomStream(RandomSeed);
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2023-07-27 23:22:14 +02:00
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread * WeaponSpreadMultiplier;
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2023-01-13 22:21:56 +01:00
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const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
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2022-12-13 05:11:56 +01:00
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2023-07-24 20:09:59 +02:00
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FVector CamStart = CameraComponent->GetComponentTransform().GetLocation();
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FVector CamRot = CameraComponent->GetComponentTransform().GetRotation().Vector();
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FVector CamEnd = CamStart + CamRot * 99999.f;
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FHitResult CamHit;
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if (!GetWorld()->LineTraceSingleByChannel(CamHit, CamStart, CamEnd, ECC_Camera))
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{
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return;
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}
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2023-06-22 00:08:06 +02:00
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// TODO: have this start from the end point of the weapon rather than character center
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2022-12-13 05:11:56 +01:00
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// Calculate starting position and direction
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FVector TraceStart;
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FRotator PlayerRot;
|
2023-07-24 20:09:59 +02:00
|
|
|
|
2023-06-29 00:14:41 +02:00
|
|
|
GetController<APlayerController>()->GetPlayerViewPoint(TraceStart, PlayerRot);
|
2022-12-13 05:11:56 +01:00
|
|
|
TraceStart = GetRootComponent()->GetComponentLocation();
|
2023-07-24 20:09:59 +02:00
|
|
|
FVector AimDir = CamHit.ImpactPoint - TraceStart;
|
|
|
|
AimDir.Normalize();
|
2022-12-13 05:11:56 +01:00
|
|
|
TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
|
|
|
|
|
|
|
|
// Calculate the hit results from the trace
|
|
|
|
TArray<FHitResult> HitResults;
|
|
|
|
|
2023-01-13 22:21:56 +01:00
|
|
|
for (size_t i = 0; i < CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot; i++)
|
2022-12-13 05:11:56 +01:00
|
|
|
{
|
2023-01-13 22:21:56 +01:00
|
|
|
// Calculate the maximum distance the weapon can fire
|
2023-06-23 22:06:18 +02:00
|
|
|
FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, FMath::DegreesToRadians(Spread),
|
|
|
|
FMath::DegreesToRadians(Spread));
|
2023-01-13 22:21:56 +01:00
|
|
|
FVector MaxHitLoc = TraceStart + (ShootDir * Range);
|
|
|
|
|
|
|
|
GetWorld()->LineTraceMultiByChannel(HitResults, TraceStart, MaxHitLoc, COLLISION_WEAPON, TraceParams);
|
2022-12-13 05:11:56 +01:00
|
|
|
|
2023-01-13 22:21:56 +01:00
|
|
|
for (FHitResult Result : HitResults)
|
|
|
|
{
|
|
|
|
hits->Add(Result);
|
|
|
|
DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Blue, true, 500, 0U, 0);
|
2023-03-13 22:47:42 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2023-01-13 22:21:56 +01:00
|
|
|
|
2023-03-13 22:47:42 +01:00
|
|
|
void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
|
|
|
|
{
|
|
|
|
for (FHitResult Hit : hits)
|
|
|
|
{
|
|
|
|
// TODO: Handle hits in a meaningful way
|
|
|
|
FActorSpawnParameters SpawnParameters;
|
|
|
|
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
|
|
|
|
|
|
|
// Spawn field actor
|
2023-05-29 02:36:05 +02:00
|
|
|
if (CurrentWeapon->GetFieldSystemActor())
|
|
|
|
{
|
|
|
|
FTransform transform;
|
|
|
|
transform.SetLocation(Hit.ImpactPoint);
|
2023-06-23 22:06:18 +02:00
|
|
|
auto field = GetWorld()->SpawnActor<AFieldSystemActor>(CurrentWeapon->GetFieldSystemActor(), transform,
|
|
|
|
SpawnParameters);
|
|
|
|
|
2023-05-29 02:36:05 +02:00
|
|
|
if (field)
|
|
|
|
{
|
|
|
|
field->Destroy();
|
2023-06-23 22:06:18 +02:00
|
|
|
}
|
2023-05-29 02:36:05 +02:00
|
|
|
}
|
2023-01-31 22:27:36 +01:00
|
|
|
|
2023-03-13 22:47:42 +01:00
|
|
|
if (Hit.GetActor())
|
|
|
|
{
|
2023-05-29 02:36:59 +02:00
|
|
|
if (auto interactableComponent = Hit.GetActor()->GetComponentByClass<UInteractableComponent>())
|
|
|
|
{
|
|
|
|
interactableComponent->Interact();
|
|
|
|
}
|
|
|
|
|
2023-06-01 03:26:14 +02:00
|
|
|
if (auto healthComponent = Hit.GetActor()->GetComponentByClass<UHealthComponent>())
|
2023-01-17 00:14:03 +01:00
|
|
|
{
|
2023-06-23 22:06:18 +02:00
|
|
|
healthComponent->TakeDamage(Hit.GetActor(), CurrentWeapon->GetWeaponProperties()->WeaponDamage, nullptr,
|
|
|
|
GetController(), this);
|
2023-08-09 23:53:32 +02:00
|
|
|
if (!healthComponent->GetIsDead())
|
|
|
|
{
|
|
|
|
OnEnemyHit.ExecuteIfBound();
|
2023-08-16 13:31:07 +02:00
|
|
|
|
|
|
|
if (HitMarkerSound)
|
|
|
|
{
|
|
|
|
UGameplayStatics::PlaySound2D(GetWorld(), HitMarkerSound);
|
|
|
|
}
|
2023-08-09 23:53:32 +02:00
|
|
|
}
|
2023-01-17 00:14:03 +01:00
|
|
|
}
|
2023-01-13 22:21:56 +01:00
|
|
|
}
|
2022-12-13 05:11:56 +01:00
|
|
|
}
|
2023-01-02 00:59:59 +01:00
|
|
|
}
|
|
|
|
|
2023-06-26 19:34:57 +02:00
|
|
|
void APlayerCharacter::OnDamaged()
|
|
|
|
{
|
|
|
|
Super::OnDamaged();
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerCharacter::OnDeath()
|
|
|
|
{
|
|
|
|
Super::OnDeath();
|
2023-06-27 23:17:03 +02:00
|
|
|
|
|
|
|
this->DetachFromControllerPendingDestroy();
|
|
|
|
this->GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
|
|
|
this->GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore);
|
|
|
|
|
|
|
|
this->GetMesh()->SetCollisionProfileName("Ragdoll");
|
|
|
|
this->SetActorEnableCollision(true);
|
|
|
|
|
|
|
|
this->GetMesh()->SetAllBodiesSimulatePhysics(true);
|
|
|
|
this->GetMesh()->SetSimulatePhysics(true);
|
|
|
|
this->GetMesh()->WakeAllRigidBodies();
|
|
|
|
this->GetMesh()->bBlendPhysics = true;
|
|
|
|
|
|
|
|
if (auto characterMovementComponent = this->GetCharacterMovement())
|
|
|
|
{
|
|
|
|
characterMovementComponent->StopMovementImmediately();
|
|
|
|
characterMovementComponent->DisableMovement();
|
|
|
|
characterMovementComponent->SetComponentTickEnabled(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
this->SetLifeSpan(10.0f);
|
|
|
|
|
|
|
|
IsFiring = false;
|
|
|
|
ClearAllTimers();
|
2023-06-26 19:34:57 +02:00
|
|
|
}
|
|
|
|
|
2023-07-25 22:34:04 +02:00
|
|
|
void APlayerCharacter::SetMovementSpeed()
|
|
|
|
{
|
|
|
|
if (IsADS)
|
|
|
|
{
|
|
|
|
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * ADSSpeedMultiplier;
|
|
|
|
}
|
|
|
|
else if (IsSpriting)
|
|
|
|
{
|
|
|
|
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * SprintSpeedMultiplier;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-05 02:53:32 +01:00
|
|
|
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
|
2023-01-02 00:59:59 +01:00
|
|
|
{
|
2023-01-05 02:53:32 +01:00
|
|
|
float value = Instance.GetValue().Get<float>();
|
|
|
|
|
|
|
|
if (value > 0)
|
|
|
|
{
|
|
|
|
InventoryIncrement();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
InventoryDecrement();
|
|
|
|
}
|
2023-01-02 00:59:59 +01:00
|
|
|
}
|
|
|
|
|
2023-07-18 23:21:28 +02:00
|
|
|
void APlayerCharacter::BeginAimDownSightsCallback(const FInputActionInstance& Instance)
|
|
|
|
{
|
2023-07-25 22:34:04 +02:00
|
|
|
IsADS = true;
|
|
|
|
|
|
|
|
SetMovementSpeed();
|
|
|
|
|
2023-07-26 23:43:29 +02:00
|
|
|
AimSensitivity = DefaultAimSensitivity * ADSAimSensitivityMultiplier;
|
|
|
|
|
2023-07-27 23:22:14 +02:00
|
|
|
if (CurrentWeapon)
|
|
|
|
{
|
|
|
|
WeaponSpreadMultiplier = CurrentWeapon->GetWeaponProperties()->ADSWeaponSpreadMultiplier;
|
|
|
|
}
|
|
|
|
|
2023-07-18 23:21:28 +02:00
|
|
|
FLatentActionInfo LatentActionInfo;
|
|
|
|
LatentActionInfo.CallbackTarget = this;
|
|
|
|
CameraComponent->AttachToComponent(CameraADSSpringArmComponent, FAttachmentTransformRules::KeepWorldTransform,
|
|
|
|
USpringArmComponent::SocketName);
|
|
|
|
|
|
|
|
UKismetSystemLibrary::MoveComponentTo(CameraComponent, FVector::ZeroVector, FRotator::ZeroRotator, true, true,
|
|
|
|
CameraBlendTime,
|
|
|
|
true, EMoveComponentAction::Type::Move, LatentActionInfo);
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Instance)
|
|
|
|
{
|
2023-07-25 22:34:04 +02:00
|
|
|
IsADS = false;
|
|
|
|
|
|
|
|
SetMovementSpeed();
|
|
|
|
|
2023-07-26 23:43:29 +02:00
|
|
|
AimSensitivity = DefaultAimSensitivity;
|
|
|
|
|
2023-07-27 23:22:14 +02:00
|
|
|
WeaponSpreadMultiplier = 1.0f;
|
|
|
|
|
2023-07-18 23:21:28 +02:00
|
|
|
FLatentActionInfo LatentActionInfo;
|
|
|
|
LatentActionInfo.CallbackTarget = this;
|
|
|
|
CameraComponent->AttachToComponent(CameraSpringArmComponent, FAttachmentTransformRules::KeepWorldTransform,
|
|
|
|
USpringArmComponent::SocketName);
|
|
|
|
|
|
|
|
UKismetSystemLibrary::MoveComponentTo(CameraComponent, FVector::ZeroVector, FRotator::ZeroRotator, true, true,
|
|
|
|
CameraBlendTime,
|
|
|
|
true, EMoveComponentAction::Type::Move, LatentActionInfo);
|
|
|
|
}
|
|
|
|
|
2023-09-26 00:00:32 +02:00
|
|
|
void APlayerCharacter::PauseCallback(const FInputActionInstance& Instance)
|
|
|
|
{
|
2023-10-03 23:52:28 +02:00
|
|
|
APlayerController* PlayerController = Cast<APlayerController>(GetController());
|
|
|
|
|
|
|
|
if (PlayerController->SetPause(true))
|
2023-09-26 00:00:56 +02:00
|
|
|
{
|
2023-10-03 23:52:28 +02:00
|
|
|
if (PauseMenuWidget)
|
|
|
|
{
|
|
|
|
// TODO: Add pause functionality
|
|
|
|
currentPauseMenuWidget->AddToViewport();
|
|
|
|
}
|
2023-09-26 00:00:56 +02:00
|
|
|
}
|
2023-09-26 00:00:32 +02:00
|
|
|
}
|
|
|
|
|
2023-01-13 22:11:07 +01:00
|
|
|
void APlayerCharacter::OnFire()
|
|
|
|
{
|
2023-09-23 22:10:15 +02:00
|
|
|
if (!IsFiring || CurrentWeapon->GetAmmoCount() == 0)
|
2023-01-13 22:11:07 +01:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2023-06-27 23:17:03 +02:00
|
|
|
|
2023-06-23 22:06:18 +02:00
|
|
|
CurrentWeapon->SetCurrentWeaponStatus(Firing);
|
2023-01-13 22:11:07 +01:00
|
|
|
|
|
|
|
TArray<FHitResult> Hits = TArray<FHitResult>();
|
|
|
|
CalculateHits(&Hits);
|
2023-03-13 22:47:42 +01:00
|
|
|
ProcessHits(Hits);
|
2023-01-13 22:11:07 +01:00
|
|
|
|
2023-01-18 01:10:39 +01:00
|
|
|
CurrentWeapon->DecrementAmmoCount(1);
|
|
|
|
|
2023-03-17 00:50:15 +01:00
|
|
|
CurrentWeapon->PlayFireSoundAtLocation(this->GetTransform().GetLocation());
|
2023-01-18 01:35:06 +01:00
|
|
|
|
|
|
|
// TODO: Play some animation here
|
2023-01-13 22:11:07 +01:00
|
|
|
|
2023-06-23 22:06:18 +02:00
|
|
|
CurrentWeapon->SetCurrentWeaponStatus(Cooldown);
|
2023-01-24 03:54:17 +01:00
|
|
|
|
2023-08-02 00:02:32 +02:00
|
|
|
Super::OnFire();
|
2023-01-13 22:11:07 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerCharacter::WeaponCooldownHandler()
|
|
|
|
{
|
2023-06-23 22:06:18 +02:00
|
|
|
if (CurrentWeapon->GetCurrentWeaponStatus()->GetValue() != Idle)
|
2023-01-13 22:11:07 +01:00
|
|
|
{
|
2023-06-23 22:06:18 +02:00
|
|
|
CurrentWeapon->SetCurrentWeaponStatus(Idle);
|
2023-01-13 22:11:07 +01:00
|
|
|
}
|
2023-09-23 22:10:15 +02:00
|
|
|
|
2023-01-13 22:11:07 +01:00
|
|
|
if (!IsFiring)
|
|
|
|
{
|
|
|
|
GetWorldTimerManager().ClearTimer(FireTimerHandle);
|
|
|
|
GetWorldTimerManager().ClearTimer(CooldownTimerHandle);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerCharacter::ClearAllTimers()
|
|
|
|
{
|
|
|
|
GetWorldTimerManager().ClearTimer(FireTimerHandle);
|
|
|
|
GetWorldTimerManager().ClearTimer(CooldownTimerHandle);
|
|
|
|
}
|
2023-02-06 02:07:01 +01:00
|
|
|
|
|
|
|
int APlayerCharacter::GetCurrentAmmoCount()
|
|
|
|
{
|
|
|
|
if (CurrentWeapon == nullptr)
|
|
|
|
{
|
2023-07-03 21:05:31 +02:00
|
|
|
return 0;
|
2023-02-06 02:07:01 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
return CurrentWeapon->GetAmmoCount();
|
|
|
|
}
|
|
|
|
|
|
|
|
float APlayerCharacter::GetCurrentHealthCount()
|
|
|
|
{
|
|
|
|
if (!GetHealthComponent())
|
|
|
|
{
|
2023-07-03 21:05:31 +02:00
|
|
|
return 0;
|
2023-02-06 02:07:01 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
return GetHealthComponent()->GetCurrentHealth();
|
|
|
|
}
|
2023-07-03 21:05:31 +02:00
|
|
|
|
|
|
|
int APlayerCharacter::GetWeaponProjectiles()
|
|
|
|
{
|
|
|
|
if (CurrentWeapon == nullptr)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot;
|
|
|
|
}
|
|
|
|
|
|
|
|
float APlayerCharacter::GetWeaponCooldown()
|
|
|
|
{
|
|
|
|
if (CurrentWeapon == nullptr)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CurrentWeapon->GetWeaponProperties()->WeaponCooldown;
|
|
|
|
}
|
|
|
|
|
|
|
|
float APlayerCharacter::GetWeaponSpread()
|
|
|
|
{
|
|
|
|
if (CurrentWeapon == nullptr)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CurrentWeapon->GetWeaponProperties()->WeaponSpread;
|
|
|
|
}
|
2023-09-08 23:17:05 +02:00
|
|
|
|
2023-09-13 15:55:56 +02:00
|
|
|
void APlayerCharacter::ThrowWeaponCallback()
|
|
|
|
{
|
2023-10-05 23:04:28 +02:00
|
|
|
if (CurrentWeapon)
|
2023-09-18 03:28:31 +02:00
|
|
|
{
|
2023-10-05 23:04:28 +02:00
|
|
|
FVector Location;
|
|
|
|
FVector BoxExtent;
|
|
|
|
GetActorBounds(true, Location, BoxExtent, false);
|
|
|
|
|
|
|
|
FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
|
|
|
|
SpawnLocation += Location;
|
|
|
|
SpawnLocation.Z += BoxExtent.Z;
|
|
|
|
|
|
|
|
TSubclassOf<AWeaponThrowable> WeaponThrowableTemplate = CurrentWeapon->GetWeaponThrowableTemplate();
|
|
|
|
|
2023-09-18 03:28:31 +02:00
|
|
|
AWeaponThrowable* Throwable = GetWorld()->SpawnActor<AWeaponThrowable>(
|
|
|
|
WeaponThrowableTemplate, SpawnLocation, FRotator::ZeroRotator);
|
|
|
|
|
|
|
|
Throwable->SetWeaponSkeletalMesh(GetCurrentWeapon()->GetSkeletalMesh());
|
2023-09-23 22:10:15 +02:00
|
|
|
|
2023-10-05 23:04:28 +02:00
|
|
|
RemoveCurrentWeaponFromInventory();
|
|
|
|
}
|
2023-09-13 15:55:56 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void APlayerCharacter::ThrowExplosiveCallback()
|
|
|
|
{
|
2023-09-20 02:57:37 +02:00
|
|
|
if (ThrowableInventory.Num() > 0)
|
|
|
|
{
|
|
|
|
FVector Location;
|
|
|
|
FVector BoxExtent;
|
|
|
|
GetActorBounds(true, Location, BoxExtent, false);
|
2023-09-13 15:55:56 +02:00
|
|
|
|
2023-09-20 02:57:37 +02:00
|
|
|
FVector SpawnLocation = (BoxExtent.X * GetActorForwardVector()) * 2;
|
|
|
|
SpawnLocation += Location;
|
|
|
|
SpawnLocation += (25.0f * GetActorForwardVector());
|
|
|
|
SpawnLocation.Z += BoxExtent.Z;
|
|
|
|
|
|
|
|
AThrowable* Throwable = GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
|
|
|
|
}
|
2023-09-13 15:55:56 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
AThrowable* APlayerCharacter::ThrowThrowable()
|
2023-09-08 23:17:05 +02:00
|
|
|
{
|
|
|
|
FVector Location;
|
|
|
|
FVector BoxExtent;
|
|
|
|
GetActorBounds(true, Location, BoxExtent, false);
|
|
|
|
|
|
|
|
FVector SpawnLocation = FVector(Location.Z, Location.Y + (BoxExtent.Y / 2), Location.Z + (BoxExtent.Z / 2));
|
|
|
|
|
2023-09-13 15:55:56 +02:00
|
|
|
if (AThrowable* Throwable = GetWorld()->SpawnActor<AThrowable>(SpawnLocation, FRotator::ZeroRotator))
|
|
|
|
{
|
|
|
|
return Throwable;
|
|
|
|
}
|
2023-09-08 23:17:05 +02:00
|
|
|
|
2023-09-13 15:55:56 +02:00
|
|
|
return nullptr;
|
2023-09-08 23:17:05 +02:00
|
|
|
}
|