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48bb8f9ef6
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Content/Input/Actions/IA_Dash.uasset (Stored with Git LFS)
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Content/Input/Actions/IA_Slide.uasset (Stored with Git LFS)
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Content/Input/Actions/IA_Slide.uasset (Stored with Git LFS)
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@ -5,7 +5,7 @@
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer) : ANakatomiCharacter(ObjectInitializer)
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AEnemyCharacter::AEnemyCharacter()
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{
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{
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RandomWeaponParameters = CreateDefaultSubobject<URandomWeaponParameters>(TEXT("Random Weapon Parameters"));
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RandomWeaponParameters = CreateDefaultSubobject<URandomWeaponParameters>(TEXT("Random Weapon Parameters"));
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@ -27,7 +27,7 @@ private:
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FTimerHandle CooldownTimerHandle;
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FTimerHandle CooldownTimerHandle;
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public:
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public:
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AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
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AEnemyCharacter();
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UBehaviorTree* GetBehaviourTree();
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UBehaviorTree* GetBehaviourTree();
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@ -3,6 +3,3 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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class ANakatomiCharacter;
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class UNakatomiCMC;
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@ -1,391 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "NakatomiCMC.h"
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#include <Components/CapsuleComponent.h>
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#include <GameFramework/Character.h>
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#include "NakatomiCharacter.h"
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UNakatomiCMC::UNakatomiCMC(): Safe_bWantsToSprint(false)
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{
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NavAgentProps.bCanCrouch = true;
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}
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void UNakatomiCMC::InitializeComponent()
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{
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Super::InitializeComponent();
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NakatomiCharacterOwner = Cast<ANakatomiCharacter>(GetOwner());
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}
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// Checks if we can combine the NewMove with the current move to save on data.
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// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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float MaxDelta) const
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{
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FSavedMove_Nakatomi* newMove = static_cast<FSavedMove_Nakatomi*>(NewMove.Get());
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// Check if values can be combined, if not return false, if true allow super to handle combining data
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if (Saved_bWantsToSprint != newMove->Saved_bWantsToSprint)
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{
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return false;
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}
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if (Saved_bWantsToDash != newMove->Saved_bWantsToDash)
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{
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return false;
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}
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return FSavedMove_Character::CanCombineWith(NewMove, InCharacter, MaxDelta);
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}
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// Reset a save move object to empty
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void UNakatomiCMC::FSavedMove_Nakatomi::Clear()
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{
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FSavedMove_Character::Clear();
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Saved_bWantsToSprint = 0;
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Saved_bWantsToSlide = 0;
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Saved_bWantsToAds = 0;
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Saved_bWantsToDash = 0;
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}
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uint8 UNakatomiCMC::FSavedMove_Nakatomi::GetCompressedFlags() const
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{
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uint8 Result = Super::GetCompressedFlags();
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if (Saved_bWantsToSprint) Result = ~FLAG_Custom_0;
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if (Saved_bWantsToDash) Result = ~FLAG_Dash;
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return Result;
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}
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void UNakatomiCMC::FSavedMove_Nakatomi::SetMoveFor(ACharacter* C, float InDeltaTime, FVector const& NewAccel,
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FNetworkPredictionData_Client_Character& ClientData)
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{
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FSavedMove_Character::SetMoveFor(C, InDeltaTime, NewAccel, ClientData);
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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Saved_bWantsToSprint = CharacterMovement->Safe_bWantsToSprint;
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Saved_bWantsToSlide = CharacterMovement->Safe_bWantsToSlide;
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Saved_bWantsToAds = CharacterMovement->Safe_bWantsToAds;
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Saved_bWantsToDash = CharacterMovement->Safe_bWantsToDash;
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}
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void UNakatomiCMC::FSavedMove_Nakatomi::PrepMoveFor(ACharacter* C)
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{
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FSavedMove_Character::PrepMoveFor(C);
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UNakatomiCMC* CharacterMovement = Cast<UNakatomiCMC>(C->GetCharacterMovement());
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CharacterMovement->Safe_bWantsToSprint = Saved_bWantsToSprint;
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CharacterMovement->Safe_bWantsToSlide = Saved_bWantsToSlide;
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CharacterMovement->Safe_bWantsToAds = Saved_bWantsToAds;
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CharacterMovement->Safe_bWantsToDash = Saved_bWantsToDash;
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}
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UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::FNetworkPredictionData_Client_Nakatomi(
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const UCharacterMovementComponent& ClientMovement) : Super(ClientMovement)
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{
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}
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FSavedMovePtr UNakatomiCMC::FNetworkPredictionData_Client_Nakatomi::AllocateNewMove()
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{
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return FSavedMovePtr(new FSavedMove_Nakatomi());
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}
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FNetworkPredictionData_Client* UNakatomiCMC::GetPredictionData_Client() const
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{
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check(PawnOwner != nullptr)
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if (ClientPredictionData == nullptr)
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{
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UNakatomiCMC* MutableThis = const_cast<UNakatomiCMC*>(this);
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MutableThis->ClientPredictionData = new FNetworkPredictionData_Client_Nakatomi(*this);
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MutableThis->ClientPredictionData->MaxSmoothNetUpdateDist = 92.f;
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MutableThis->ClientPredictionData->NoSmoothNetUpdateDist = 140.f;
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}
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return ClientPredictionData;
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}
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void UNakatomiCMC::UpdateFromCompressedFlags(uint8 Flags)
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{
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Super::UpdateFromCompressedFlags(Flags);
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Safe_bWantsToSprint = (Flags & FSavedMove_Character::FLAG_Custom_0) != 0;
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Safe_bWantsToDash = (Flags & FSavedMove_Nakatomi::FLAG_Dash) != 0;
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}
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void UNakatomiCMC::OnMovementUpdated(float DeltaSeconds, const FVector& OldLocation, const FVector& OldVelocity)
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{
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Super::OnMovementUpdated(DeltaSeconds, OldLocation, OldVelocity);
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if (MovementMode == MOVE_Walking)
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{
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if (Safe_bWantsToSprint)
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{
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MaxWalkSpeed = Sprint_MaxWalkSpeed;
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}
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else
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{
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MaxWalkSpeed = Walk_MaxWalkSpeed;
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}
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if (Safe_bWantsToAds)
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{
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MaxWalkSpeed *= Ads_Multiplier;
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}
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}
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if (bWantsToCrouch)
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{
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if (Safe_bWantsToAds)
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{
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MaxWalkSpeedCrouched = Crouch_MaxWalkSpeed * Ads_Multiplier;
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}
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else
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{
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MaxWalkSpeedCrouched = Crouch_MaxWalkSpeed;
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}
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}
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}
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bool UNakatomiCMC::IsMovingOnGround() const
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{
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return Super::IsMovingOnGround() || IsCustomMovementMode(CMOVE_Slide);
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}
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bool UNakatomiCMC::CanCrouchInCurrentState() const
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{
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return Super::CanCrouchInCurrentState() && IsMovingOnGround();
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}
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void UNakatomiCMC::UpdateCharacterStateBeforeMovement(float DeltaSeconds)
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{
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// Slide
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if (MovementMode == MOVE_Walking && Safe_bWantsToSlide && !Safe_bWantsToAds)
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{
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FHitResult PotentialSlideSurface;
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if (Velocity.SizeSquared() > pow(Slide_MinSpeed, 2) && GetSlideSurface(PotentialSlideSurface))
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{
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EnterSlide();
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}
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}
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if (IsCustomMovementMode(CMOVE_Slide) && !Safe_bWantsToSlide)
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{
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ExitSlide();
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}
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// Dash
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if (Safe_bWantsToDash && CanDash() && !Safe_bWantsToAds)
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{
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PerformDash();
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Safe_bWantsToDash = false;
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}
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Super::UpdateCharacterStateBeforeMovement(DeltaSeconds);
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}
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void UNakatomiCMC::PhysCustom(float deltaTime, int32 Iterations)
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{
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Super::PhysCustom(deltaTime, Iterations);
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switch (CustomMovementMode)
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{
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case CMOVE_Slide:
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PhysSlide(deltaTime, Iterations);
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|
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break;
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default:
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UE_LOG(LogTemp, Fatal, TEXT("Invalid Movement Mode"));
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}
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}
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void UNakatomiCMC::EnableSprint()
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{
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Safe_bWantsToSprint = true;
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}
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|
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void UNakatomiCMC::DisableSprint()
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|
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{
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|
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Safe_bWantsToSprint = false;
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|
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}
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|
|
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void UNakatomiCMC::EnableCrouch()
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|
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{
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|
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bWantsToCrouch = true;
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|
||||||
}
|
|
||||||
|
|
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void UNakatomiCMC::DisableCrouch()
|
|
||||||
{
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|
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bWantsToCrouch = false;
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|
||||||
}
|
|
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|
|
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void UNakatomiCMC::EnableSlide()
|
|
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{
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|
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Safe_bWantsToSlide = true;
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|
||||||
}
|
|
||||||
|
|
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void UNakatomiCMC::DisableSlide()
|
|
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{
|
|
||||||
Safe_bWantsToSlide = false;
|
|
||||||
}
|
|
||||||
|
|
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void UNakatomiCMC::EnableAds()
|
|
||||||
{
|
|
||||||
Safe_bWantsToAds = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void UNakatomiCMC::DisableAds()
|
|
||||||
{
|
|
||||||
Safe_bWantsToAds = false;
|
|
||||||
}
|
|
||||||
|
|
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void UNakatomiCMC::EnableDash()
|
|
||||||
{
|
|
||||||
float CurrentTime = GetWorld()->GetTimeSeconds();
|
|
||||||
|
|
||||||
if (CurrentTime - DashStartTime >= Dash_CooldownDuration)
|
|
||||||
{
|
|
||||||
Safe_bWantsToDash = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
GetWorld()->GetTimerManager().SetTimer(TimerHandle_DashCooldown, this, &UNakatomiCMC::OnDashCooldownFinished,
|
|
||||||
Dash_CooldownDuration - (CurrentTime - DashStartTime));
|
|
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}
|
|
||||||
}
|
|
||||||
|
|
||||||
void UNakatomiCMC::DisableDash()
|
|
||||||
{
|
|
||||||
GetWorld()->GetTimerManager().ClearTimer(TimerHandle_DashCooldown);
|
|
||||||
Safe_bWantsToDash = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool UNakatomiCMC::IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const
|
|
||||||
{
|
|
||||||
return MovementMode == MOVE_Custom && CustomMovementMode == InCustomMovementMode;
|
|
||||||
}
|
|
||||||
|
|
||||||
void UNakatomiCMC::EnterSlide()
|
|
||||||
{
|
|
||||||
Safe_bWantsToSlide = true;
|
|
||||||
Velocity += Velocity.GetSafeNormal2D() * Slide_EnterImpulse;
|
|
||||||
SetMovementMode(MOVE_Custom, CMOVE_Slide);
|
|
||||||
}
|
|
||||||
|
|
||||||
void UNakatomiCMC::ExitSlide()
|
|
||||||
{
|
|
||||||
Safe_bWantsToSlide = false;
|
|
||||||
|
|
||||||
FQuat NewRotation = FRotationMatrix::MakeFromXZ(UpdatedComponent->GetForwardVector().GetSafeNormal2D(), FVector::UpVector).ToQuat();
|
|
||||||
FHitResult Hit;
|
|
||||||
SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, true, Hit);
|
|
||||||
SetMovementMode(MOVE_Walking);
|
|
||||||
}
|
|
||||||
|
|
||||||
void UNakatomiCMC::PhysSlide(float deltaTime, int32 Iterations)
|
|
||||||
{
|
|
||||||
if (deltaTime < MIN_TICK_TIME) return;
|
|
||||||
|
|
||||||
// This is probably not needed for Sliding but including for completeness, will likely remove later.
|
|
||||||
RestorePreAdditiveRootMotionVelocity();
|
|
||||||
|
|
||||||
FHitResult SurfaceHit;
|
|
||||||
if (!GetSlideSurface(SurfaceHit) || Velocity.SizeSquared() < pow(Slide_MinSpeed, 2))
|
|
||||||
{
|
|
||||||
ExitSlide();
|
|
||||||
StartNewPhysics(deltaTime, Iterations);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Surface Gravity
|
|
||||||
Velocity += Slide_GravityForce * FVector::DownVector * deltaTime;
|
|
||||||
|
|
||||||
// Calculate Strafe
|
|
||||||
if (FMath::Abs(FVector::DotProduct(Acceleration.GetSafeNormal(), UpdatedComponent->GetRightVector())) > 0.5f)
|
|
||||||
{
|
|
||||||
Acceleration = Acceleration.ProjectOnTo(UpdatedComponent->GetRightVector());
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Acceleration = FVector::ZeroVector;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Calculate Velocity
|
|
||||||
if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
|
|
||||||
{
|
|
||||||
CalcVelocity(deltaTime, Slide_Friction, true, GetMaxBrakingDeceleration());
|
|
||||||
}
|
|
||||||
ApplyRootMotionToVelocity(deltaTime);
|
|
||||||
|
|
||||||
// Perform Move
|
|
||||||
Iterations++;
|
|
||||||
bJustTeleported = false;
|
|
||||||
|
|
||||||
FVector OldLocation = UpdatedComponent->GetComponentLocation();
|
|
||||||
FQuat OldRotation = UpdatedComponent->GetComponentRotation().Quaternion();
|
|
||||||
|
|
||||||
FHitResult Hit(1.f);
|
|
||||||
FVector AdjustedVelocity = Velocity * deltaTime;
|
|
||||||
FVector VelocityPlaneDirection = FVector::VectorPlaneProject(Velocity, SurfaceHit.Normal).GetSafeNormal();
|
|
||||||
FQuat NewRotation = FRotationMatrix::MakeFromXZ(VelocityPlaneDirection, SurfaceHit.Normal).ToQuat();
|
|
||||||
SafeMoveUpdatedComponent(AdjustedVelocity, NewRotation, true, Hit);
|
|
||||||
|
|
||||||
// Post Move Checks
|
|
||||||
if (Hit.Time < 1.f)
|
|
||||||
{
|
|
||||||
HandleImpact(Hit, deltaTime, AdjustedVelocity);
|
|
||||||
SlideAlongSurface(AdjustedVelocity, (1.f - Hit.Time), Hit.Normal, Hit, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
FHitResult NewSurfaceHit;
|
|
||||||
if (!GetSlideSurface(NewSurfaceHit) || Velocity.SizeSquared() < pow(Slide_MinSpeed, 2))
|
|
||||||
{
|
|
||||||
ExitSlide();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update outgoing Velocity and Acceleration
|
|
||||||
if (!bJustTeleported && !HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
|
|
||||||
{
|
|
||||||
Velocity = (UpdatedComponent->GetComponentLocation() - OldLocation) / deltaTime;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool UNakatomiCMC::GetSlideSurface(FHitResult& Hit) const
|
|
||||||
{
|
|
||||||
const FVector Start = UpdatedComponent->GetComponentLocation();
|
|
||||||
const FVector End = Start + CharacterOwner->GetCapsuleComponent()->GetScaledCapsuleHalfHeight() * 2.f * FVector::DownVector;
|
|
||||||
const FName ProfileName = TEXT("BlockAll");
|
|
||||||
|
|
||||||
return GetWorld()->LineTraceSingleByProfile(Hit, Start, End, ProfileName);
|
|
||||||
}
|
|
||||||
|
|
||||||
void UNakatomiCMC::OnDashCooldownFinished()
|
|
||||||
{
|
|
||||||
Safe_bWantsToDash = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool UNakatomiCMC::CanDash()
|
|
||||||
{
|
|
||||||
return (IsWalking() || IsFalling()) && !IsCrouching() && !Safe_bWantsToAds;
|
|
||||||
}
|
|
||||||
|
|
||||||
void UNakatomiCMC::PerformDash()
|
|
||||||
{
|
|
||||||
DashStartTime = GetWorld()->GetTimeSeconds();
|
|
||||||
|
|
||||||
FVector DashDirection = (Acceleration.IsNearlyZero() ? UpdatedComponent->GetForwardVector() : Acceleration).GetSafeNormal2D();
|
|
||||||
Velocity = Dash_Impulse * (DashDirection + FVector::UpVector * .1f);
|
|
||||||
|
|
||||||
FQuat NewRotation = FRotationMatrix::MakeFromXZ(DashDirection, FVector::UpVector).ToQuat();
|
|
||||||
FHitResult Hit;
|
|
||||||
SafeMoveUpdatedComponent(FVector::ZeroVector, NewRotation, false, Hit);
|
|
||||||
|
|
||||||
SetMovementMode(MOVE_Falling);
|
|
||||||
|
|
||||||
DashStartDelegate.Broadcast();
|
|
||||||
}
|
|
|
@ -1,176 +0,0 @@
|
||||||
// Fill out your copyright notice in the Description page of Project Settings.
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include "CoreMinimal.h"
|
|
||||||
#include "Nakatomi.h"
|
|
||||||
#include "GameFramework/CharacterMovementComponent.h"
|
|
||||||
#include "NakatomiCMC.generated.h"
|
|
||||||
|
|
||||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDashStartDelegate);
|
|
||||||
|
|
||||||
UENUM(BlueprintType)
|
|
||||||
enum ECustomMovementMove
|
|
||||||
{
|
|
||||||
CMOVE_None UMETA(Hidden),
|
|
||||||
CMOVE_Slide UMETA(DisplayName = "Slide"),
|
|
||||||
CMOVE_Dash UMETA(DisplayName = "Dash"),
|
|
||||||
CMOVE_MAX UMETA(Hidden),
|
|
||||||
};
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
UCLASS()
|
|
||||||
class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
|
|
||||||
class FSavedMove_Nakatomi : public FSavedMove_Character
|
|
||||||
{
|
|
||||||
using Super = FSavedMove_Character;
|
|
||||||
|
|
||||||
public:
|
|
||||||
enum CompressedFlags
|
|
||||||
{
|
|
||||||
FLAG_Sprint = 0x10,
|
|
||||||
FLAG_Dash = 0x20,
|
|
||||||
FLAG_Custom2 = 0x30,
|
|
||||||
FLAG_Custom3 = 0x40,
|
|
||||||
};
|
|
||||||
|
|
||||||
// Flag
|
|
||||||
uint8 Saved_bWantsToSprint : 1;
|
|
||||||
uint8 Saved_bWantsToSlide : 1;
|
|
||||||
uint8 Saved_bWantsToAds : 1;
|
|
||||||
uint8 Saved_bWantsToDash : 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, const FVector& 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);
|
|
||||||
|
|
||||||
using Super = FNetworkPredictionData_Client_Character;
|
|
||||||
|
|
||||||
virtual FSavedMovePtr AllocateNewMove() override;
|
|
||||||
};
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Sprint_MaxWalkSpeed = 1000.0f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Walk_MaxWalkSpeed = 500.0f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Crouch_MaxWalkSpeed = 250.0f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Slide_MinSpeed = 50.f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Slide_EnterImpulse = 2000.f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Slide_GravityForce = 2500.f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Slide_Friction = 1.f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Ads_Multiplier = 0.5f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Dash_Impulse = 1500.0f;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly)
|
|
||||||
float Dash_CooldownDuration = 1.0f;
|
|
||||||
|
|
||||||
bool Safe_bWantsToSprint;
|
|
||||||
bool Safe_bWantsToSlide;
|
|
||||||
bool Safe_bWantsToAds;
|
|
||||||
bool Safe_bWantsToDash;
|
|
||||||
|
|
||||||
float DashStartTime;
|
|
||||||
FTimerHandle TimerHandle_DashCooldown;
|
|
||||||
|
|
||||||
UPROPERTY(Transient)
|
|
||||||
ANakatomiCharacter* NakatomiCharacterOwner;
|
|
||||||
|
|
||||||
public:
|
|
||||||
UPROPERTY(BlueprintAssignable)
|
|
||||||
FDashStartDelegate DashStartDelegate;
|
|
||||||
|
|
||||||
public:
|
|
||||||
UNakatomiCMC();
|
|
||||||
|
|
||||||
protected:
|
|
||||||
virtual void InitializeComponent() override;
|
|
||||||
|
|
||||||
virtual 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;
|
|
||||||
|
|
||||||
virtual bool IsMovingOnGround() const override;
|
|
||||||
|
|
||||||
virtual bool CanCrouchInCurrentState() const override;
|
|
||||||
|
|
||||||
virtual void UpdateCharacterStateBeforeMovement(float DeltaSeconds) override;
|
|
||||||
|
|
||||||
virtual void PhysCustom(float deltaTime, int32 Iterations) override;
|
|
||||||
|
|
||||||
public:
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void EnableSprint();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void DisableSprint();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void EnableCrouch();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void DisableCrouch();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void EnableSlide();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void DisableSlide();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void EnableAds();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void DisableAds();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void EnableDash();
|
|
||||||
|
|
||||||
UFUNCTION(BlueprintCallable)
|
|
||||||
void DisableDash();
|
|
||||||
|
|
||||||
UFUNCTION()
|
|
||||||
bool IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const;
|
|
||||||
|
|
||||||
private:
|
|
||||||
void EnterSlide();
|
|
||||||
void ExitSlide();
|
|
||||||
void PhysSlide(float deltaTime, int32 Iterations); // Every movement mode requires a physics function to work
|
|
||||||
bool GetSlideSurface(FHitResult& Hit) const;
|
|
||||||
|
|
||||||
void OnDashCooldownFinished();
|
|
||||||
bool CanDash();
|
|
||||||
void PerformDash();
|
|
||||||
};
|
|
|
@ -3,17 +3,12 @@
|
||||||
|
|
||||||
#include "NakatomiCharacter.h"
|
#include "NakatomiCharacter.h"
|
||||||
|
|
||||||
#include "NakatomiCMC.h"
|
|
||||||
|
|
||||||
// Sets default values
|
// Sets default values
|
||||||
ANakatomiCharacter::ANakatomiCharacter(const FObjectInitializer& ObjectInitializer) : Super(
|
ANakatomiCharacter::ANakatomiCharacter()
|
||||||
ObjectInitializer.SetDefaultSubobjectClass<UNakatomiCMC>(ACharacter::CharacterMovementComponentName))
|
|
||||||
{
|
{
|
||||||
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
// 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.bCanEverTick = true;
|
||||||
|
|
||||||
NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
|
|
||||||
|
|
||||||
HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
|
HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
|
||||||
HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
|
HealthComponent->OnDamaged.BindUFunction(this, "OnDamaged");
|
||||||
HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
|
HealthComponent->OnDeath.BindUFunction(this, "OnDeath");
|
||||||
|
@ -25,8 +20,6 @@ void ANakatomiCharacter::BeginPlay()
|
||||||
Super::BeginPlay();
|
Super::BeginPlay();
|
||||||
|
|
||||||
SetInventoryToDefault();
|
SetInventoryToDefault();
|
||||||
|
|
||||||
NakatomiCMC = Cast<UNakatomiCMC>(GetCharacterMovement());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Called every frame
|
// Called every frame
|
||||||
|
@ -239,11 +232,6 @@ void ANakatomiCharacter::PushThrowableToInventory(TSubclassOf<AThrowable> Throwa
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
UNakatomiCMC* ANakatomiCharacter::GetCharacterMovementComponent()
|
|
||||||
{
|
|
||||||
return NakatomiCMC;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
|
void ANakatomiCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,7 +5,6 @@
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
#include "GameFramework/Character.h"
|
#include "GameFramework/Character.h"
|
||||||
#include "HealthComponent.h"
|
#include "HealthComponent.h"
|
||||||
#include "Nakatomi.h"
|
|
||||||
#include "Throwable.h"
|
#include "Throwable.h"
|
||||||
#include "Weapon.h"
|
#include "Weapon.h"
|
||||||
#include "NakatomiCharacter.generated.h"
|
#include "NakatomiCharacter.generated.h"
|
||||||
|
@ -39,10 +38,6 @@ public:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
TArray<TSubclassOf<AThrowable>> ThrowableInventory;
|
TArray<TSubclassOf<AThrowable>> ThrowableInventory;
|
||||||
|
|
||||||
protected:
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
|
|
||||||
UNakatomiCMC* NakatomiCMC;
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
UPROPERTY(VisibleDefaultsOnly)
|
UPROPERTY(VisibleDefaultsOnly)
|
||||||
UHealthComponent* HealthComponent = nullptr;
|
UHealthComponent* HealthComponent = nullptr;
|
||||||
|
@ -52,10 +47,9 @@ private:
|
||||||
UPROPERTY(EditDefaultsOnly)
|
UPROPERTY(EditDefaultsOnly)
|
||||||
int MaximumThrowableInventorySize = 4;
|
int MaximumThrowableInventorySize = 4;
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Sets default values for this character's properties
|
// Sets default values for this character's properties
|
||||||
ANakatomiCharacter(const FObjectInitializer& ObjectInitializer);
|
ANakatomiCharacter();
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// Called when the game starts or when spawned
|
// Called when the game starts or when spawned
|
||||||
|
@ -104,8 +98,6 @@ public:
|
||||||
|
|
||||||
void PushThrowableToInventory(TSubclassOf<AThrowable> Throwable);
|
void PushThrowableToInventory(TSubclassOf<AThrowable> Throwable);
|
||||||
|
|
||||||
UNakatomiCMC* GetCharacterMovementComponent();
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
virtual void CalculateHits(TArray<FHitResult>* hits);
|
virtual void CalculateHits(TArray<FHitResult>* hits);
|
||||||
|
|
||||||
|
|
|
@ -7,20 +7,19 @@
|
||||||
#include <Components/CapsuleComponent.h>
|
#include <Components/CapsuleComponent.h>
|
||||||
#include <Kismet/GameplayStatics.h>
|
#include <Kismet/GameplayStatics.h>
|
||||||
|
|
||||||
#include "EnemyCharacter.h"
|
#include "InputTriggers.h"
|
||||||
#include "EnhancedInputComponent.h"
|
#include "EnhancedInputComponent.h"
|
||||||
#include "EnhancedInputSubsystems.h"
|
#include "EnhancedInputSubsystems.h"
|
||||||
#include "InputMappingContext.h"
|
|
||||||
#include "InputTriggers.h"
|
|
||||||
#include "InteractableComponent.h"
|
|
||||||
#include "NakatomiCMC.h"
|
|
||||||
#include "WeaponThrowable.h"
|
|
||||||
#include "GameFramework/CharacterMovementComponent.h"
|
#include "GameFramework/CharacterMovementComponent.h"
|
||||||
|
#include "InputMappingContext.h"
|
||||||
|
#include "EnemyCharacter.h"
|
||||||
|
#include "WeaponThrowable.h"
|
||||||
|
|
||||||
|
|
||||||
#define COLLISION_WEAPON ECC_GameTraceChannel1
|
#define COLLISION_WEAPON ECC_GameTraceChannel1
|
||||||
|
|
||||||
// Sets default values
|
// 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.
|
// 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.bCanEverTick = true;
|
||||||
|
@ -57,8 +56,9 @@ APlayerCharacter::APlayerCharacter(const FObjectInitializer& ObjectInitializer)
|
||||||
CameraADSSpringArmComponent->SocketOffset = {0.0f, 50.0f, 75.0f};
|
CameraADSSpringArmComponent->SocketOffset = {0.0f, 50.0f, 75.0f};
|
||||||
|
|
||||||
// Setup the character movement
|
// Setup the character movement
|
||||||
GetCharacterMovement()->AirControl = 1.0f;
|
UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
|
||||||
GetCharacterMovement()->bOrientRotationToMovement = true;
|
CharacterMovementComponent->AirControl = 1.0f;
|
||||||
|
CharacterMovementComponent->bOrientRotationToMovement = true;
|
||||||
|
|
||||||
// Setup the character perception component
|
// Setup the character perception component
|
||||||
PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
|
PerceptionSource = CreateDefaultSubobject<UAIPerceptionStimuliSourceComponent>(TEXT("Perception Source Stimuli"));
|
||||||
|
@ -188,24 +188,6 @@ void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCom
|
||||||
{
|
{
|
||||||
Input->BindAction(PauseAction, ETriggerEvent::Completed, this, &APlayerCharacter::PauseCallback);
|
Input->BindAction(PauseAction, ETriggerEvent::Completed, this, &APlayerCharacter::PauseCallback);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CrouchAction)
|
|
||||||
{
|
|
||||||
Input->BindAction(CrouchAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginCrouchCallback);
|
|
||||||
Input->BindAction(CrouchAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndCrouchCallback);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (SlideAction)
|
|
||||||
{
|
|
||||||
Input->BindAction(SlideAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginSlideCallback);
|
|
||||||
Input->BindAction(SlideAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndSlideCallback);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (DashAction)
|
|
||||||
{
|
|
||||||
Input->BindAction(DashAction, ETriggerEvent::Started, this, &APlayerCharacter::BeginDashCallback);
|
|
||||||
Input->BindAction(DashAction, ETriggerEvent::Completed, this, &APlayerCharacter::EndDashCallback);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -287,18 +269,16 @@ void APlayerCharacter::QuitCallback(const FInputActionInstance& Instance)
|
||||||
|
|
||||||
void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
|
void APlayerCharacter::SetSprintingCallback(const FInputActionInstance& Instance)
|
||||||
{
|
{
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
IsSpriting = true;
|
||||||
{
|
|
||||||
cmc->EnableSprint();
|
SetMovementSpeed();
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
void APlayerCharacter::SetWalkingCallback(const FInputActionInstance& Instance)
|
||||||
{
|
{
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
IsSpriting = false;
|
||||||
{
|
|
||||||
cmc->DisableSprint();
|
SetMovementSpeed();
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
void APlayerCharacter::CalculateHits(TArray<FHitResult>* hits)
|
||||||
|
@ -468,6 +448,22 @@ void APlayerCharacter::OnDeath()
|
||||||
UGameplayStatics::OpenLevel(this, FName(map), false);
|
UGameplayStatics::OpenLevel(this, FName(map), false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void APlayerCharacter::SetMovementSpeed()
|
||||||
|
{
|
||||||
|
if (IsADS)
|
||||||
|
{
|
||||||
|
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * ADSSpeedMultiplier;
|
||||||
|
}
|
||||||
|
else if (IsSpriting)
|
||||||
|
{
|
||||||
|
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed * SprintSpeedMultiplier;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GetCharacterMovement()->MaxWalkSpeed = DefaultMovementSpeed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
|
void APlayerCharacter::WeaponSwitchingCallback(const FInputActionInstance& Instance)
|
||||||
{
|
{
|
||||||
float value = Instance.GetValue().Get<float>();
|
float value = Instance.GetValue().Get<float>();
|
||||||
|
@ -486,10 +482,7 @@ void APlayerCharacter::BeginAimDownSightsCallback(const FInputActionInstance& In
|
||||||
{
|
{
|
||||||
IsADS = true;
|
IsADS = true;
|
||||||
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
SetMovementSpeed();
|
||||||
{
|
|
||||||
cmc->EnableAds();
|
|
||||||
}
|
|
||||||
|
|
||||||
AimSensitivity = DefaultAimSensitivity * ADSAimSensitivityMultiplier;
|
AimSensitivity = DefaultAimSensitivity * ADSAimSensitivityMultiplier;
|
||||||
|
|
||||||
|
@ -512,10 +505,7 @@ void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Inst
|
||||||
{
|
{
|
||||||
IsADS = false;
|
IsADS = false;
|
||||||
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
SetMovementSpeed();
|
||||||
{
|
|
||||||
cmc->DisableAds();
|
|
||||||
}
|
|
||||||
|
|
||||||
AimSensitivity = DefaultAimSensitivity;
|
AimSensitivity = DefaultAimSensitivity;
|
||||||
|
|
||||||
|
@ -545,54 +535,6 @@ void APlayerCharacter::PauseCallback(const FInputActionInstance& Instance)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void APlayerCharacter::BeginCrouchCallback(const FInputActionInstance& Instance)
|
|
||||||
{
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
|
||||||
{
|
|
||||||
cmc->EnableCrouch();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void APlayerCharacter::EndCrouchCallback(const FInputActionInstance& Instance)
|
|
||||||
{
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
|
||||||
{
|
|
||||||
cmc->DisableCrouch();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void APlayerCharacter::BeginSlideCallback(const FInputActionInstance& Instance)
|
|
||||||
{
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
|
||||||
{
|
|
||||||
cmc->EnableSlide();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void APlayerCharacter::EndSlideCallback(const FInputActionInstance& Instance)
|
|
||||||
{
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
|
||||||
{
|
|
||||||
cmc->DisableSlide();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void APlayerCharacter::BeginDashCallback(const FInputActionInstance& Instance)
|
|
||||||
{
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
|
||||||
{
|
|
||||||
cmc->EnableDash();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void APlayerCharacter::EndDashCallback(const FInputActionInstance& Instance)
|
|
||||||
{
|
|
||||||
if (UNakatomiCMC* cmc = GetCharacterMovementComponent())
|
|
||||||
{
|
|
||||||
cmc->DisableDash();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void APlayerCharacter::OnFire()
|
void APlayerCharacter::OnFire()
|
||||||
{
|
{
|
||||||
if (!IsFiring || CurrentWeapon->GetAmmoCount() == 0)
|
if (!IsFiring || CurrentWeapon->GetAmmoCount() == 0)
|
||||||
|
|
|
@ -2,15 +2,19 @@
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include "Camera/CameraComponent.h"
|
||||||
#include "CoreMinimal.h"
|
#include "CoreMinimal.h"
|
||||||
|
#include "GameFramework/SpringArmComponent.h"
|
||||||
|
#include "InputActionValue.h"
|
||||||
#include "EnhancedInputComponent.h"
|
#include "EnhancedInputComponent.h"
|
||||||
#include "NakatomiCharacter.h"
|
#include "NakatomiCharacter.h"
|
||||||
#include "Throwable.h"
|
#include "Weapon.h"
|
||||||
#include "Blueprint/UserWidget.h"
|
|
||||||
#include "Camera/CameraComponent.h"
|
|
||||||
#include "Engine/EngineTypes.h"
|
#include "Engine/EngineTypes.h"
|
||||||
#include "GameFramework/SpringArmComponent.h"
|
#include "Engine/DamageEvents.h"
|
||||||
|
#include "Blueprint/UserWidget.h"
|
||||||
#include "Perception/AIPerceptionStimuliSourceComponent.h"
|
#include "Perception/AIPerceptionStimuliSourceComponent.h"
|
||||||
|
#include "InteractableComponent.h"
|
||||||
|
#include "Throwable.h"
|
||||||
#include "PlayerCharacter.generated.h"
|
#include "PlayerCharacter.generated.h"
|
||||||
|
|
||||||
class UInputAction;
|
class UInputAction;
|
||||||
|
@ -60,15 +64,6 @@ public:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
UInputAction* AimDownSightsAction;
|
UInputAction* AimDownSightsAction;
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
|
||||||
UInputAction* CrouchAction;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
|
||||||
UInputAction* SlideAction;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
|
||||||
UInputAction* DashAction;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
|
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
|
||||||
|
|
||||||
|
@ -87,6 +82,9 @@ protected:
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
float SprintSpeedMultiplier = 2.0f;
|
float SprintSpeedMultiplier = 2.0f;
|
||||||
|
|
||||||
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
|
float ADSSpeedMultiplier = 0.5f;
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||||
float ADSAimSensitivityMultiplier = 0.5f;
|
float ADSAimSensitivityMultiplier = 0.5f;
|
||||||
|
|
||||||
|
@ -121,7 +119,7 @@ private:
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
|
||||||
UAIPerceptionStimuliSourceComponent* PerceptionSource;
|
UAIPerceptionStimuliSourceComponent* PerceptionSource;
|
||||||
|
|
||||||
bool IsSprinting = false;
|
bool IsSpriting = false;
|
||||||
|
|
||||||
bool IsADS = false;
|
bool IsADS = false;
|
||||||
|
|
||||||
|
@ -134,7 +132,7 @@ private:
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Sets default values for this character's properties
|
// Sets default values for this character's properties
|
||||||
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
|
APlayerCharacter();
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// Called when the game starts or when spawned
|
// Called when the game starts or when spawned
|
||||||
|
@ -173,18 +171,6 @@ public:
|
||||||
|
|
||||||
void PauseCallback(const FInputActionInstance& Instance);
|
void PauseCallback(const FInputActionInstance& Instance);
|
||||||
|
|
||||||
void BeginCrouchCallback(const FInputActionInstance& Instance);
|
|
||||||
|
|
||||||
void EndCrouchCallback(const FInputActionInstance& Instance);
|
|
||||||
|
|
||||||
void BeginSlideCallback(const FInputActionInstance& Instance);
|
|
||||||
|
|
||||||
void EndSlideCallback(const FInputActionInstance& Instance);
|
|
||||||
|
|
||||||
void BeginDashCallback(const FInputActionInstance& Instance);
|
|
||||||
|
|
||||||
void EndDashCallback(const FInputActionInstance& Instance);
|
|
||||||
|
|
||||||
virtual void OnFire() override;
|
virtual void OnFire() override;
|
||||||
|
|
||||||
void WeaponCooldownHandler();
|
void WeaponCooldownHandler();
|
||||||
|
@ -221,4 +207,5 @@ protected:
|
||||||
|
|
||||||
virtual void OnDeath() override;
|
virtual void OnDeath() override;
|
||||||
|
|
||||||
|
void SetMovementSpeed();
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in New Issue