Add Sprint functionality to NakatomiCMC

This commit is contained in:
baz 2024-01-04 15:51:03 +00:00
parent 01aeecf953
commit af8d8364a4
2 changed files with 160 additions and 0 deletions

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@ -3,3 +3,120 @@
#include "NakatomiCMC.h"
#include <GameFramework/Character.h>
// Checks if we can combine the NewMove with the current move to save on data.
// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
float MaxDelta) const
{
FSavedMove_Nakatomi* newMove = static_cast<FSavedMove_Nakatomi*>(NewMove.Get());
// Check if values can be combined, if not return false, if true allow super to handle combining data
if (Saved_bWantsToSprint != newMove->Saved_bWantsToSprint)
{
return false;
}
return FSavedMove_Character::CanCombineWith(NewMove, InCharacter, MaxDelta);
}
// Reset a save move object to empty
void UNakatomiCMC::FSavedMove_Nakatomi::Clear()
{
FSavedMove_Character::Clear();
Saved_bWantsToSprint = 0;
}
uint8 UNakatomiCMC::FSavedMove_Nakatomi::GetCompressedFlags() const
{
uint8 Result = Super::GetCompressedFlags();
if (Saved_bWantsToSprint) Result = ~FLAG_Custom_0;
return Result;
}
void UNakatomiCMC::FSavedMove_Nakatomi::SetMoveFor(ACharacter* C, float InDeltaTime, FVector const& NewAccel,
FNetworkPredictionData_Client_Character& ClientData)
{
FSavedMove_Character::SetMoveFor(C, InDeltaTime, NewAccel, ClientData);
UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
Saved_bWantsToSprint = CharacterMovement->Safe_bWantsToSprint;
}
void UNakatomiCMC::FSavedMove_Nakatomi::PrepMoveFor(ACharacter* C)
{
FSavedMove_Character::PrepMoveFor(C);
UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
CharacterMovement->Safe_bWantsToSprint = Saved_bWantsToSprint;
}
UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::FNetworkPredictionData_Client_Nakatomi(
const UCharacterMovementComponent& ClientMovement) : Super(ClientMovement)
{
}
FSavedMovePtr UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::AllocateNewMove()
{
return FSavedMovePtr(new FSavedMove_Nakatomi());
}
FNetworkPredictionData_Client* UNakatomiCMC::GetPredictionData_Client() const
{
check(PawnOwner != nullptr)
if (ClientPredictionData == nullptr)
{
UNakatomiCMC* MutableThis = const_cast<UNakatomiCMC*>(this);
MutableThis->ClientPredictionData = new FNetworkPredictionData_Client_Nakatomi(*this);
MutableThis->ClientPredictionData->MaxSmoothNetUpdateDist = 92.f;
MutableThis->ClientPredictionData->NoSmoothNetUpdateDist = 140.f;
}
return ClientPredictionData;
}
UNakatomiCMC::UNakatomiCMC(): Safe_bWantsToSprint(false)
{
}
void UNakatomiCMC::UpdateFromCompressedFlags(uint8 Flags)
{
Super::UpdateFromCompressedFlags(Flags);
Safe_bWantsToSprint = (Flags & FSavedMove_Character::FLAG_Custom_0) != 0;
}
void UNakatomiCMC::OnMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity)
{
Super::OnMovementUpdated(DeltaSeconds, OldLocation, OldVelocity);
if (MovementMode == MOVE_Walking)
{
if (Safe_bWantsToSprint)
{
MaxWalkSpeed = Sprint_MaxWalkSpeed;
}
else
{
MaxWalkSpeed = Walk_MaxWalkSpeed;
}
}
}
void UNakatomiCMC::EnableSprint()
{
Safe_bWantsToSprint = true;
}
void UNakatomiCMC::DisableSprint()
{
Safe_bWantsToSprint = false;
}

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@ -13,5 +13,48 @@ UCLASS()
class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
{
GENERATED_BODY()
class FSavedMove_Nakatomi : public FSavedMove_Character
{
typedef FSavedMove_Character Super;
uint8 Saved_bWantsToSprint:1;
virtual bool CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter, float MaxDelta) const override;
virtual void Clear() override;
virtual uint8 GetCompressedFlags() const override;
virtual void SetMoveFor(ACharacter* C, float InDeltaTime, FVector const& NewAccel, FNetworkPredictionData_Client_Character& ClientData) override;
virtual void PrepMoveFor(ACharacter* C) override;
};
class FNetworkPredictionData_Client_Nakatomi : public FNetworkPredictionData_Client_Character
{
public:
FNetworkPredictionData_Client_Nakatomi(const UCharacterMovementComponent& ClientMovement);
typedef FNetworkPredictionData_Client_Character Super;
virtual FSavedMovePtr AllocateNewMove() override;
};
UPROPERTY(EditDefaultsOnly) float Sprint_MaxWalkSpeed;
UPROPERTY(EditDefaultsOnly) float Walk_MaxWalkSpeed;
bool Safe_bWantsToSprint;
public:
UNakatomiCMC();
FNetworkPredictionData_Client* GetPredictionData_Client() const override;
protected:
virtual void UpdateFromCompressedFlags(uint8 Flags) override;
virtual void OnMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity) override;
public:
UFUNCTION(BlueprintCallable)
void EnableSprint();
UFUNCTION(BlueprintCallable)
void DisableSprint();
};