Nakatomi/Source/Nakatomi/PlayerCharacter.h

259 lines
6.5 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EnhancedInputComponent.h"
#include "NakatomiCharacter.h"
#include "Throwable.h"
#include "Blueprint/UserWidget.h"
#include "Camera/CameraComponent.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/SpringArmComponent.h"
#include "Perception/AIPerceptionStimuliSourceComponent.h"
#include "PlayerCharacter.generated.h"
class UInputAction;
class UInputMappingContext;
DECLARE_DELEGATE(FOnEnemyHitDelegate)
/**
*
*/
UCLASS()
class NAKATOMI_API APlayerCharacter : public ANakatomiCharacter
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* MovementAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* LookAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* JumpAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* FireAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* QuitAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* SprintAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* ThrowWeaponAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* ThrowExplosiveAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* PauseAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* WeaponSwitchingAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* AimDownSightsAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* CrouchAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* SlideAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* DashAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UInputMappingContext> InputMappingContext;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
int MappingPriority = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> PlayerHUD;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> PauseMenuWidget;
FOnEnemyHitDelegate OnEnemyHit;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* ThrowWeaponAnimMontage;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* ThrowExplosiveAnimMontage;
UPROPERTY(EditDefaultsOnly)
UAnimMontage* FireWeaponADSAnimMontage;
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float SprintSpeedMultiplier = 2.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float ADSAimSensitivityMultiplier = 0.5f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float CameraBlendTime = 0.1f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
float DefaultAimSensitivity = 45.0f;
private:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraSpringArmComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
UCameraComponent* CameraComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraADSSpringArmComponent = nullptr;
float DefaultMovementSpeed;
FTimerHandle FireTimerHandle;
FTimerHandle CooldownTimerHandle;
bool IsFiring = false;
class UUserWidget* currentPlayerHUD;
UUserWidget* currentPauseMenuWidget;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
UAIPerceptionStimuliSourceComponent* PerceptionSource;
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
bool IsSprinting = false;
UPROPERTY(BlueprintReadOnly, Meta = (AllowPrivateAccess = "true"))
bool IsADS = false;
float AimSensitivity;
float WeaponSpreadMultiplier = 1.0;
UPROPERTY(EditDefaultsOnly)
USoundBase* HitMarkerSound;
bool jumpPressed = false;
bool IsThrowing = false;
public:
// Sets default values for this character's properties
APlayerCharacter(const FObjectInitializer& ObjectInitializer);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
virtual void Destroyed() override;
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void MovementCallback(const FInputActionInstance& Instance);
void LookCallback(const FInputActionInstance& Instance);
void BeginJumpCallback(const FInputActionInstance& Instance);
void EndJumpCallback(const FInputActionInstance& Instance);
void BeginFireCallback(const FInputActionInstance& Instance);
void EndFireCallback(const FInputActionInstance& Instance);
void QuitCallback(const FInputActionInstance& Instance);
void SetSprintingCallback(const FInputActionInstance& Instance);
void SetWalkingCallback(const FInputActionInstance& Instance);
void WeaponSwitchingCallback(const FInputActionInstance& Instance);
void BeginAimDownSightsCallback(const FInputActionInstance& Instance);
void EndAimDownSightsCallback(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;
void WeaponCooldownHandler();
void ClearAllTimers();
UFUNCTION(BlueprintCallable)
int GetCurrentAmmoCount();
UFUNCTION(BlueprintCallable)
float GetCurrentHealthCount();
UFUNCTION(BlueprintCallable)
int GetWeaponProjectiles();
UFUNCTION(BlueprintCallable)
float GetWeaponCooldown();
UFUNCTION(BlueprintCallable)
float GetWeaponSpread();
void ThrowWeaponCallback();
void ThrowWeapon();
void ThrowExplosiveCallback();
void ThrowExplosive();
AThrowable* ThrowThrowable();
UFUNCTION(BlueprintCallable)
bool GetPressedJump();
UFUNCTION(BlueprintCallable)
bool GetIsThrowing();
UFUNCTION(BlueprintCallable)
void SetIsThrowing(bool bIsThrowing);
UCameraComponent* GetCameraComponent();
protected:
virtual void CalculateHits(TArray<FHitResult>* hits, FVector* dir) override;
virtual void ProcessHits(TArray<FHitResult> hits, FVector dir) override;
virtual void PlayOnFireAnimations() override;
virtual void OnDamaged() override;
virtual void OnDeath() override;
};