Change shooting direction to use camera and centre of screen
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3ed84127c2
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9e7417eb59
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@ -252,12 +252,26 @@ void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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{
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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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// Set up randomness
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// Set up randomness
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const int32 RandomSeed = FMath::Rand();
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const int32 RandomSeed = FMath::Rand();
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FRandomStream WeaponRandomStream(RandomSeed);
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FRandomStream WeaponRandomStream(RandomSeed);
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
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const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
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const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
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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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// TODO: have this start from the end point of the weapon rather than character center
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// TODO: have this start from the end point of the weapon rather than character center
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// Calculate starting position and direction
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// Calculate starting position and direction
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FVector TraceStart;
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FVector TraceStart;
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@ -265,16 +279,13 @@ void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
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GetController<APlayerController>()->GetPlayerViewPoint(TraceStart, PlayerRot);
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GetController<APlayerController>()->GetPlayerViewPoint(TraceStart, PlayerRot);
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TraceStart = GetRootComponent()->GetComponentLocation();
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TraceStart = GetRootComponent()->GetComponentLocation();
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FVector AimDir = PlayerRot.Vector();
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FVector AimDir = CamHit.ImpactPoint - TraceStart;
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AimDir.Normalize();
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TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
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TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
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// Calculate the hit results from the trace
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// Calculate the hit results from the trace
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TArray<FHitResult> HitResults;
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TArray<FHitResult> HitResults;
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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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for (size_t i = 0; i < CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot; i++)
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for (size_t i = 0; i < CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot; i++)
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{
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{
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// Calculate the maximum distance the weapon can fire
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// Calculate the maximum distance the weapon can fire
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