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8 changed files with 18 additions and 216 deletions

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@ -5,7 +5,7 @@
#define COLLISION_WEAPON ECC_GameTraceChannel1
AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer) : ANakatomiCharacter(ObjectInitializer)
AEnemyCharacter::AEnemyCharacter()
{
RandomWeaponParameters = CreateDefaultSubobject<URandomWeaponParameters>(TEXT("Random Weapon Parameters"));

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@ -27,7 +27,7 @@ private:
FTimerHandle CooldownTimerHandle;
public:
AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
AEnemyCharacter();
UBehaviorTree* GetBehaviourTree();

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@ -1,122 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#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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@ -1,60 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "NakatomiCMC.generated.h"
/**
*
*/
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();
};

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@ -3,17 +3,12 @@
#include "NakatomiCharacter.h"
#include "NakatomiCMC.h"
// Sets default values
ANakatomiCharacter::ANakatomiCharacter(const FObjectInitializer& ObjectInitializer) : Super(
ObjectInitializer.SetDefaultSubobjectClass<UNakatomiCMC>(ACharacter::CharacterMovementComponentName))
ANakatomiCharacter::ANakatomiCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
HealthComponent->OnDeath.BindUFunction(this, "OnDeath");

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@ -5,7 +5,6 @@
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "HealthComponent.h"
#include "NakatomiCMC.h"
#include "Throwable.h"
#include "Weapon.h"
#include "NakatomiCharacter.generated.h"
@ -39,10 +38,6 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TArray<TSubclassOf<AThrowable>> ThrowableInventory;
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
UNakatomiCMC* NakatomiCMC;
private:
UPROPERTY(VisibleDefaultsOnly)
UHealthComponent* HealthComponent = nullptr;
@ -52,10 +47,9 @@ private:
UPROPERTY(EditDefaultsOnly)
int MaximumThrowableInventorySize = 4;
public:
// Sets default values for this character's properties
ANakatomiCharacter(const FObjectInitializer& ObjectInitializer);
ANakatomiCharacter();
protected:
// Called when the game starts or when spawned

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@ -19,13 +19,13 @@
#define COLLISION_WEAPON ECC_GameTraceChannel1
// Sets default values
APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer) : ANakatomiCharacter(ObjectInitializer)
APlayerCharacter::APlayerCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.SetTickFunctionEnable(true);
PrimaryActorTick.bStartWithTickEnabled = true;
//bUseControllerRotationPitch = true;
//bUseControllerRotationYaw = true;
//bUseControllerRotationRoll = false;
@ -56,8 +56,9 @@ APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer)
CameraADSSpringArmComponent->SocketOffset = {0.0f, 50.0f, 75.0f};
// Setup the character movement
GetCharacterMovement()->AirControl = 1.0f;
GetCharacterMovement()->bOrientRotationToMovement = true;
UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
CharacterMovementComponent->AirControl = 1.0f;
CharacterMovementComponent->bOrientRotationToMovement = true;
// Setup the character perception component
PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
@ -268,18 +269,16 @@ void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
{
if (NakatomiCMC)
{
NakatomiCMC->EnableSprint();
}
IsSpriting = true;
SetMovementSpeed();
}
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
{
if (NakatomiCMC)
{
NakatomiCMC->DisableSprint();
}
IsSpriting = false;
SetMovementSpeed();
}
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
@ -451,7 +450,7 @@ void APlayerCharacter::OnDeath()
void APlayerCharacter::SetMovementSpeed()
{
/*if (IsADS)
if (IsADS)
{
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * ADSSpeedMultiplier;
}
@ -462,7 +461,7 @@ void APlayerCharacter::SetMovementSpeed()
else
{
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed;
}*/
}
}
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)

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@ -14,7 +14,6 @@
#include "Blueprint/UserWidget.h"
#include "Perception/AIPerceptionStimuliSourceComponent.h"
#include "InteractableComponent.h"
#include "NakatomiCMC.h"
#include "Throwable.h"
#include "PlayerCharacter.generated.h"
@ -96,9 +95,6 @@ protected:
float DefaultAimSensitivity = 45.0f;
private:
// UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
// UNakatomiCMC* NakatomiCMC;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraSpringArmComponent = nullptr;
@ -136,7 +132,7 @@ private:
public:
// Sets default values for this character's properties
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
APlayerCharacter();
protected:
// Called when the game starts or when spawned